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Deal Breakers - Or woah, that is just too much
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<blockquote data-quote="innerdude" data-source="post: 6827604" data-attributes="member: 85870"><p>Most of the standard dealbreakers have been covered for me already, but here's one that's very specific to me: </p><p></p><p>Plane-hopping. If the "end game" of a campaign involves plane-hopping, or there will be significant focus in taking the the party to the Abyss, the Ethereal plane, the Elemental planes, the Astral plane, the Whatever-the-crap-else plane, I will walk. There's more than enough conflict, drama, and interesting stories to be told on good 'ole planet earth (or wherever else you live in the Prime Material) without having to do all that crap. I find the very notion of plane-hopping absurd and completely immersion-breaking.</p><p></p><p>A campaign being pitched as, "We're starting at 12th level, and your first quest will be tracing a djinn across the elemental plane of air," would cause me to politely say "no thanks, not interested." </p><p></p><p>Which also kind of brings up a second deal-breaker for me---starting at "high level" from the get-go. The absolute limit of starting level for me would be 5, and even then I'd push HARD to have the GM and group go back to level 3 or earlier. High-level play has never interested me generally---maybe because it goes hand-in-hand with plane-hopping? <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite7" alt=":p" title="Stick out tongue :p" loading="lazy" data-shortname=":p" /> --- in large part because the fun, formative "party bond" experiences at low level are some of the highlights of playing RPGs for me.</p></blockquote><p></p>
[QUOTE="innerdude, post: 6827604, member: 85870"] Most of the standard dealbreakers have been covered for me already, but here's one that's very specific to me: Plane-hopping. If the "end game" of a campaign involves plane-hopping, or there will be significant focus in taking the the party to the Abyss, the Ethereal plane, the Elemental planes, the Astral plane, the Whatever-the-crap-else plane, I will walk. There's more than enough conflict, drama, and interesting stories to be told on good 'ole planet earth (or wherever else you live in the Prime Material) without having to do all that crap. I find the very notion of plane-hopping absurd and completely immersion-breaking. A campaign being pitched as, "We're starting at 12th level, and your first quest will be tracing a djinn across the elemental plane of air," would cause me to politely say "no thanks, not interested." Which also kind of brings up a second deal-breaker for me---starting at "high level" from the get-go. The absolute limit of starting level for me would be 5, and even then I'd push HARD to have the GM and group go back to level 3 or earlier. High-level play has never interested me generally---maybe because it goes hand-in-hand with plane-hopping? :p --- in large part because the fun, formative "party bond" experiences at low level are some of the highlights of playing RPGs for me. [/QUOTE]
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