Sound of Azure
Contemplative Soul
(Semi-rambling musings begin here
)
So I've gone and done it. For the first time ever, I've left a D&D game that hadn't petered out or disintegrated due to another player. And... I have the distinct impression it's mainly my fault.
The last game was two weeks ago. It didn't really end on a great note, and I was honestly glad to get out of there at the time. We talked by phone later in the week, clearing things up somewhat. I stil felt uneasy though. Last week, I had another engagement to take care off, so I couldn't make it to the session. After thinking some more, a couple of days ago I quit the game.
It feels strange, you know? It's not something I've ever done before. The game wasn't a bad game. There are many avenues of engagement for the PCs and opportunities for advancement. The DM is fairly experienced, and somebody I'd like to be friends with eventually. But we clash (in the game sense) for a number of reasons.
1) My character was a big departure from my usual characters (I tend to play heroic PCs), and was largely an experiment to see what I could do with an evil PC. I'm probably just coddled or something, but I've never been revolted by my own PC, or that of my fellow PCs before. Anti-hero is one thing, but this seemed to be something else.
2) Being in a largely evil-style group, I didn't rely on my comrades very much nor did I aid them. Yet... the scenarios hinged on us working together like a conventional D&D group. Didn't gel for me mostly. It seemed counter-intuitive to have such a group where the DM is trying to promote team-work and co-operation.
3) High magic. I can do normal D&D (though I prefer lower magic), but this setting was really really magical. Magic corner stores, and magic solves all your problems (no need for city guards, just have mages!).
4) I felt nerfed most of the time. This is just a perception, though... possibly related to my other dissatisfactions. The party wizard had the "Guild Wizard" PrCl from Complete Arcane (but could change spells at will, except in combat...no need for empty slots), the Rogue could Hide in Plain Sight. Meanwhile, I had to use a magic item to disguise my appearance all the time, I burnt inside holy areas, and had a lot of personal visitations from my goddess to enforce what I had to do. Finally, despite obfuscating magic most major NPCs knew I was evil.
5) It felt arbitrary most of the time. This was only a small problem, and may show that I need to loosen up about the rules a lot more. This DM loved to come up with things on the fly (something I applaud), but tended to ignore actual rules in place for such effects. The DM has the final say in things of course, but I ended up feeling without a foundation to base my decisions on.
My suggestions for an "official" house rules page or booklet was met with derision unfortunately, which left me feeling really bitter and resentful. In hindsight, that's likely a silly way to feel (it's just a game, and I should trust the DM). Still, I felt it would only help the game for all the players to be on board with what is different from the conventional rules. Doubly important with 2 newbie players, IMO.
That... was more rant-ish than I intended. :\
All in all though, I thought it was better to get out since the game was not suiting what I like in RPGs. It was otherwise interesting as I said above, just not for me. I also didn't feel it was my right to ask the DM to change what he is doing, since the other 3 players were fine (or said they were). Nonetheless, I feel terrible about it. I feel as if I have insulted this guy's DMing style. Its clear that it contains the things he enjoys most, and I've just walked away from that.
(sigh) Anyhow, thanks for listening. I'll try to post something more upbeat later.

So I've gone and done it. For the first time ever, I've left a D&D game that hadn't petered out or disintegrated due to another player. And... I have the distinct impression it's mainly my fault.
The last game was two weeks ago. It didn't really end on a great note, and I was honestly glad to get out of there at the time. We talked by phone later in the week, clearing things up somewhat. I stil felt uneasy though. Last week, I had another engagement to take care off, so I couldn't make it to the session. After thinking some more, a couple of days ago I quit the game.
It feels strange, you know? It's not something I've ever done before. The game wasn't a bad game. There are many avenues of engagement for the PCs and opportunities for advancement. The DM is fairly experienced, and somebody I'd like to be friends with eventually. But we clash (in the game sense) for a number of reasons.
1) My character was a big departure from my usual characters (I tend to play heroic PCs), and was largely an experiment to see what I could do with an evil PC. I'm probably just coddled or something, but I've never been revolted by my own PC, or that of my fellow PCs before. Anti-hero is one thing, but this seemed to be something else.
2) Being in a largely evil-style group, I didn't rely on my comrades very much nor did I aid them. Yet... the scenarios hinged on us working together like a conventional D&D group. Didn't gel for me mostly. It seemed counter-intuitive to have such a group where the DM is trying to promote team-work and co-operation.
3) High magic. I can do normal D&D (though I prefer lower magic), but this setting was really really magical. Magic corner stores, and magic solves all your problems (no need for city guards, just have mages!).
4) I felt nerfed most of the time. This is just a perception, though... possibly related to my other dissatisfactions. The party wizard had the "Guild Wizard" PrCl from Complete Arcane (but could change spells at will, except in combat...no need for empty slots), the Rogue could Hide in Plain Sight. Meanwhile, I had to use a magic item to disguise my appearance all the time, I burnt inside holy areas, and had a lot of personal visitations from my goddess to enforce what I had to do. Finally, despite obfuscating magic most major NPCs knew I was evil.
5) It felt arbitrary most of the time. This was only a small problem, and may show that I need to loosen up about the rules a lot more. This DM loved to come up with things on the fly (something I applaud), but tended to ignore actual rules in place for such effects. The DM has the final say in things of course, but I ended up feeling without a foundation to base my decisions on.
My suggestions for an "official" house rules page or booklet was met with derision unfortunately, which left me feeling really bitter and resentful. In hindsight, that's likely a silly way to feel (it's just a game, and I should trust the DM). Still, I felt it would only help the game for all the players to be on board with what is different from the conventional rules. Doubly important with 2 newbie players, IMO.
That... was more rant-ish than I intended. :\
All in all though, I thought it was better to get out since the game was not suiting what I like in RPGs. It was otherwise interesting as I said above, just not for me. I also didn't feel it was my right to ask the DM to change what he is doing, since the other 3 players were fine (or said they were). Nonetheless, I feel terrible about it. I feel as if I have insulted this guy's DMing style. Its clear that it contains the things he enjoys most, and I've just walked away from that.
(sigh) Anyhow, thanks for listening. I'll try to post something more upbeat later.
