Elf Witch said:One of my gripes is DMs who play all the monsters as smart combat savy navy seals even if even all they are is a horde of rats.
Dagger75 said:NPC's from one game keep popping up in other games. "Didn't this wizard hire in the last game you ran?"
I am actually guilty of this and have tried to stop.
I actually very tolerant of other DM's when I get to play.
Why is this bad? I actually have several PbP games that all take place in a shared setting, and so there are a decent number of NPCs that were encountered in two or even three games. I find it adds verisimilitude.Dagger75 said:NPC's from one game keep popping up in other games. "Didn't this wizard hire in the last game you ran?"
I am actually guilty of this and have tried to stop.
I actually very tolerant of other DM's when I get to play.
Sejs said:Somewhat related:
Just Handing Him Ammo.
Your backstory serves one, and only one, purpose: to give the badguys more way to get you. Come from a town? It'll be razed. Have a sibling? They'll be attacked, kidnapped, turned into undead, or similar. Mentor? Killed before your very eyes, or turned evil. So on and so forth. Anyone you care about will be used against you in some way. If you have noone, you're fine, but you have people in your life they are tragedy waiting to happen.
pogre said:The PCs must overcome a trap or puzzle to move on in the adventure. "The puzzle is soooo easy!" the DM states with a stupid half-smirk. A complete WASTE of my gaming time. I do not mind a few puzzles, but spending hours on a mensa word problem is not my idea of quality gaming.
A close cousin to this is the super secret door that you must find to complete the adventure.
Drowbane said:One member of our Shadowrun team was a AWoL spec-ops guy (or somesuch) who focused on Sniping. This particular Ork would on occasion tag innocents on purpose to heighten chaos during Runs. Naturally this DM thought it appropriate to haunt the characters with "Ghosts of the Past". (Note, the player of the Ork normally played Paladin types to a T)

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.