Ramien Meltides said:
But...the problems follow. First, I think there are some fundamental differences in playing style between myself and the DM. I prefer open rolling, he rolls everything behind the screen. I prefer rolling skill checks myself, he makes them for us. I prefer standard "average" hit points per level, he likes rolling for each level gained. These differences are minor, and if they were the only barriers I faced, I wouldn't complain one bit. <snip>
As I mentioned above, his storytelling ability is pretty darn good, but his resolutions to some of his plot lines leave a bit to be desired. Our party often flounders around from one plot hook to the next with little overall direction - <snip>
Second, I suspect the DM of favoritism. One of our players is blind, and the DM rolls all that player's dice behind the screen. Again, not a big deal until I realized that the DM and the blind player are both very good friends (the DM drives the blind player to the game every session) and the blind player's PC is virtually dripping with powerful magic items, to include two artifacts, at 12th level or so. <snip>
Third, I feel that the DM goes way too easy on us as a party. Last session, I joked that the undead guardians of the dungeon must have been programmed to "seriously injure" rather than "kill" intruders - twice, the said undead guardian turned away from a staggered or unconscious opponent to attack a fresh one. <snip>
Fourth, the DM seems unwilling to work with me on some issues. I was playing a dwarven wizard at first, and this was fun, but there was an NPC wizard in the party who was higher level and I essentially felt like a "tagalong." I sent the Dwarf Wizard away and made a ranger/archer type to fill another hole in the party composition <snip>
I asked the DM if I could bring the Wizard back at one level below the party average (i.e., 11th level) - I didn't feel it was an unreasonable request. I've done quite a few things for the game outside the gaming table that I thought might be worth some consideration - I converted and painted three miniatures for the players, brought a custom battle map to each game, and contributed a great deal of e-mail storyline and roleplaying material. So far, though, it's no dice. At this point, I'm considering sticking to my guns - either I get the Dwarf Wizard back at 11th level <snip>
And now we come to the final point that's bugging me about this game - the player dynamics. Our group is pretty good - the players all have good attitudes. But in character, we bicker a lot. There's a bit of a lack of trust in the group <snip>
So...you fine folks out there in ENWorld...what should I do? Drop the group? Or hang tough?
The style problems you are having, I agree, are too minor to leave a group for if you're still having more fun than not. If I had a player asking me to change the style of the campaign with respect to rolling dice secretly or rolling hit points every level, I'd tell that player flat out that it wasn't going to happen if the other players are reasonably satisfied with the way the game currently runs. I won't change stuff that fundamental for one player. While I tend to like to let the dice fall where they may when it comes to hit points, there are some rolls that should be secret. I tend to have some secret and some out in the open. The ones I roll openly I may, at my discretion, start rolling secretly if the game warrants it.
The resolution of plot lines and difficulty in determining what plot hooks to follow next are toughies. If other players feel the same way, you could ask the DM for a little more direction on where HE would like the campaign to go. You could also get the PCs together and get specific jobs for someone and then take on that organization's priorities as your own to help you iron out indecision. It'll help bring an overall set of goals and values to the party as a whole as well as bringing in outside authorities you can go to for advice (so the DM can feed in more direction and info).
Story resolution is, in some ways, just something a DM has to get better with over time. How many times have I watched Star Trek: Next Generation to watch a story develop interestingly over 40 minutes and then have it rush to a generally unsatisfying conclusion over the next 10? Many. So I'm hearing you there.
Favoritism is, I think, by far your strongest complaint. Ask the other players about it. It could be that the DM is a bit overprotective of his blind friend. It's a common thing among a lot of people who have friends with significant disabilities. It's also hard to deal with. The DM is unwittingly condescending to the blind player. The blind player may or may not even notice it, and may like it. This is an area to tread somewhat carefully. The question that really sticks in my mind is: Is this making the blind player's character the star of the campaign or do you get reasonably equal screen time? If the latter, then it shouldn't hurt the game much even if the DM is treating the blind player with kid gloves. I'd keep tally of this sort of thing as objectively as I could for a few sessions before calling anything out, though. You need data to back any complaints up and it may turn out that things are more even handed than you think.
As far as the DM being way too easy... would you prefer every monster did a coup de grace on any character tha goes down? I certainly don't DM that way. I try to play creatures realistically. If that means they leave an unconsious character alone in favor of a moving one, then that's what they do. Don't complain about the DM not savaging the bodies. Is it really realistic to do so when the monster doesn't really know that it didn't put the PC down below -10 and that the PC might still survive? Don't let your metagame knowledge of hit point mechanics color what is a realistic thing for your opponents to do. Most probably won't savage a body if there are other live characters nearby still fighting back. After all, once you're ALL down, it's a lot easier to make sure you're all dead safely.
And even if the DM is a bit too easy on your characters, that's not a bad thing all the time. Surviving risks isn't isn't the only reward for playing a RPG. Developing an interesting character can be a darn good reward too.
Letting the dwarf character back in at a higher level. You're not going to like this but if you quit the game on this issue, I think the DM and other players would be justified in considering you a prima dona player upset at not getting his own way. If the dwarf were 8th level when removed and the rest of the PCs were 12th, I'd probably only give you 9th level to reflect minor XPs received while not adventuring. While you've been a consistent player with another character, is it really fair for the dwarf wizard to have gotten his levels without the same risks taken by the other PCs?
Player dynamics is another tough issue. Have you told the other players that it's bringing you down? When the next bickering session starts just tell the other player "Time out. Now, I appreciate role-playing as much as anybody else, but I really get tired of how all the characters constantly bicker and nobody seems to want to play a character who trusts anybody even after adventuring together and proving trustworthiness. It really grates on my nerves. I don't expect PCs to get along all the time, but this whole Spock-McCoy thing all the time is getting really old." Bring it up and see what the others think. Is it possible they thought everyone was enjoying the bickering?