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Deal Breakers - Or woah, that is just too much
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<blockquote data-quote="steenan" data-source="post: 6818841" data-attributes="member: 23240"><p>I have few deal breakers - it's rather that we don't have enough time to play they good games we want to try, so there is no point in playing poor games or boring settings.</p><p></p><p>But there are a few things that will make me walk away - probably after asking to make sure that it's really what the other person meant. All of them are metagame; people behaviors and not rules.</p><p>- Ignoring or hiding the rules. I'm fine with RAW, I'm fine with house rules that are known upfront, I'm fine with the GM sometimes misremembering something and even with rules changing during the campaign (with whole group's consensus). But if rules are intentionally ignored, hidden or one-sidedly changed by the GM during play, it's not a game for me.</p><p>- Introducing disturbing content without prior permission from other players or ignoring players that protest at something that makes them uncomfortable. I'm all for exploring troublesome emotionally charged topics, but it can't be forced on unwilling people.</p><p>- Ignoring players' character concepts or changing them against players' will. If a concept doesn't fit the setting, the group or the intended adventure style, it can be discussed and corrected out of game. But when we play, the play is about the specific characters the players created.</p></blockquote><p></p>
[QUOTE="steenan, post: 6818841, member: 23240"] I have few deal breakers - it's rather that we don't have enough time to play they good games we want to try, so there is no point in playing poor games or boring settings. But there are a few things that will make me walk away - probably after asking to make sure that it's really what the other person meant. All of them are metagame; people behaviors and not rules. - Ignoring or hiding the rules. I'm fine with RAW, I'm fine with house rules that are known upfront, I'm fine with the GM sometimes misremembering something and even with rules changing during the campaign (with whole group's consensus). But if rules are intentionally ignored, hidden or one-sidedly changed by the GM during play, it's not a game for me. - Introducing disturbing content without prior permission from other players or ignoring players that protest at something that makes them uncomfortable. I'm all for exploring troublesome emotionally charged topics, but it can't be forced on unwilling people. - Ignoring players' character concepts or changing them against players' will. If a concept doesn't fit the setting, the group or the intended adventure style, it can be discussed and corrected out of game. But when we play, the play is about the specific characters the players created. [/QUOTE]
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