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<blockquote data-quote="RangerWickett" data-source="post: 5468479" data-attributes="member: 63"><p>One of my pet peeves is when a fellow player has too many pet peeves. I'll try anything, and if I don't like it, I'll talk to the GM and other players to see if they want to change it.</p><p></p><p>Sometimes an idea you think you won't like ends up being excellent in execution. Like when we played cheesy Legion of Doom style villains working for an army of monsters (the most memorable line of the campaign was, . . . well, something I can't post because of the Grandma rule). </p><p></p><p>And sometimes a great idea just doesn't work. Like when our Rome-vs.-Brittania campaign got off to a bad start because the GM assumed we knew everything about ancient societies, and would never take into account the fact that, since we've never actually even seen an ancient village, it might be fair to remind us that thatched roofs can't support our weight, or that every business would have a guard dog. </p><p></p><p>Whenever we came up with what we thought was a good, intelligent, reasonable plan, we'd always fall afoul of some blind spot that would have been obvious to our characters, but which the GM would never explain in advance. Y'know, like <em>before</em> the party tried to sneak into a merchant's house by leaping rooftop to rooftop.</p><p></p><p>But in general, no, I have no deal breakers. I trust my friends.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 5468479, member: 63"] One of my pet peeves is when a fellow player has too many pet peeves. I'll try anything, and if I don't like it, I'll talk to the GM and other players to see if they want to change it. Sometimes an idea you think you won't like ends up being excellent in execution. Like when we played cheesy Legion of Doom style villains working for an army of monsters (the most memorable line of the campaign was, . . . well, something I can't post because of the Grandma rule). And sometimes a great idea just doesn't work. Like when our Rome-vs.-Brittania campaign got off to a bad start because the GM assumed we knew everything about ancient societies, and would never take into account the fact that, since we've never actually even seen an ancient village, it might be fair to remind us that thatched roofs can't support our weight, or that every business would have a guard dog. Whenever we came up with what we thought was a good, intelligent, reasonable plan, we'd always fall afoul of some blind spot that would have been obvious to our characters, but which the GM would never explain in advance. Y'know, like [i]before[/i] the party tried to sneak into a merchant's house by leaping rooftop to rooftop. But in general, no, I have no deal breakers. I trust my friends. [/QUOTE]
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