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<blockquote data-quote="takasi" data-source="post: 4858796" data-attributes="member: 20194"><p>What are some of your deal breakers when playing an RPG? What are some actions or series of actions that someone at the table has declared that caused other people (players or DMs) to stop or prevent the actions from occuring?</p><p></p><p>One category includes implausible actions. A player wants his character to jump off a 50 foot cliff, roundhouse kick a guy riding on a motorcycle below to knock him off, jack the bike and pull it around 180 degrees in a split second and head in the opposite direction, all on his turn. The first thing people do to stop this is point to the rules, but in many cases there are loop holes and areas open for interpretation, and in those cases some players are more willing to allow the improbable than others (even to the extent of bending the rules).</p><p></p><p>A second category of actions are really boring decisions. A character is only marginally injured or out of some type of resource that will recharge on a daily basis and decides it would be a good idea to hole up in a small dungeon room for 24 hours. Some players may move on, forcing the party to split or continue, or the game master might throw in some monsters or change the risk level of the game. This might not be in a dungeon, this could also happen when there's a lot of downtime and the players really don't seem motivated to do anything with their characters. Even the most hardcore simulationist ref might be influenced to concoct quests and hooks that force players to do something besides eat cheetos and bs out of character.</p><p></p><p>Another set of actions involve fairness and balance. While this can happen between players, it can also frequently happen between the game master and players. If a player summons a magic cloud and uses it to move to the edge and ready an action to move back when someone shoots, a gamist gm might get frustrated that the tactics he developed for the creatures he controlled is not working. In that case he may be tempted to arbitrarily summon additional monsters from beyond the fog of war to 'even the odds'. </p><p></p><p>I haven't ran a game in a few months (playing in a few for a change), so I've spent some time examining times I protested internally (and in some cases maybe even subconsciously) and I'm trying to think of ways I could have been more tolerant. I would love to hear any stories on make or break times and how you dealt with them, or why player tolerance has made the game better (or worse).</p></blockquote><p></p>
[QUOTE="takasi, post: 4858796, member: 20194"] What are some of your deal breakers when playing an RPG? What are some actions or series of actions that someone at the table has declared that caused other people (players or DMs) to stop or prevent the actions from occuring? One category includes implausible actions. A player wants his character to jump off a 50 foot cliff, roundhouse kick a guy riding on a motorcycle below to knock him off, jack the bike and pull it around 180 degrees in a split second and head in the opposite direction, all on his turn. The first thing people do to stop this is point to the rules, but in many cases there are loop holes and areas open for interpretation, and in those cases some players are more willing to allow the improbable than others (even to the extent of bending the rules). A second category of actions are really boring decisions. A character is only marginally injured or out of some type of resource that will recharge on a daily basis and decides it would be a good idea to hole up in a small dungeon room for 24 hours. Some players may move on, forcing the party to split or continue, or the game master might throw in some monsters or change the risk level of the game. This might not be in a dungeon, this could also happen when there's a lot of downtime and the players really don't seem motivated to do anything with their characters. Even the most hardcore simulationist ref might be influenced to concoct quests and hooks that force players to do something besides eat cheetos and bs out of character. Another set of actions involve fairness and balance. While this can happen between players, it can also frequently happen between the game master and players. If a player summons a magic cloud and uses it to move to the edge and ready an action to move back when someone shoots, a gamist gm might get frustrated that the tactics he developed for the creatures he controlled is not working. In that case he may be tempted to arbitrarily summon additional monsters from beyond the fog of war to 'even the odds'. I haven't ran a game in a few months (playing in a few for a change), so I've spent some time examining times I protested internally (and in some cases maybe even subconsciously) and I'm trying to think of ways I could have been more tolerant. I would love to hear any stories on make or break times and how you dealt with them, or why player tolerance has made the game better (or worse). [/QUOTE]
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