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<blockquote data-quote="iserith" data-source="post: 7264637" data-attributes="member: 97077"><p>Generally speaking, I'm fine with rules and requirements as I see D&D 5e as a game system from which to build a game. What I will do is imagine what sort of game those rules and requirements will incentivize and, if it doesn't match the theme or play experience the DM says he or she wants or may trend toward problematic issues during play, then I will probably take a pass. If there are a lot of them, I may also take a pass since I don't want to put a lot of time into reading a new rules book or campaign world document.</p><p></p><p>If the DM fudges during play, I will take my leave. I want to earn my victories. If I was fairly presented a challenge and I've gotten in over my head with some poor decisions and bad luck, saving my character is not the way to keep me at the table.</p><p></p><p>If the DM says how the PCs act or what they think or say, I'm also out.</p><p></p><p>Purposeful "gotchas" are similarly distasteful and generally indicative of some other issues with the way the DM thinks about the game in my view. I'll jump ship if I see too much of this.</p><p></p><p>If there are players in the group that are looking for conflict among the PCs instead of with all the practically infinite monsters and NPC antagonists in the world or needs to be convinced to find a reason to go adventuring all the time, I will very quickly leave that group. I'm not down with defective adventurers. I was once in a group with a player on whom I had to use reverse psychology to get their character to do ANYTHING, so desirous of conflict and lack of adventuring was he. "I'd prefer we not go into that dungeon to kill monsters and take their stuff..." I'd say to which he'd respond "We should get into that dungeon straight away!" If I said the opposite, we'd still be in the tavern. I got out of that group after two sessions of that nonsense.</p></blockquote><p></p>
[QUOTE="iserith, post: 7264637, member: 97077"] Generally speaking, I'm fine with rules and requirements as I see D&D 5e as a game system from which to build a game. What I will do is imagine what sort of game those rules and requirements will incentivize and, if it doesn't match the theme or play experience the DM says he or she wants or may trend toward problematic issues during play, then I will probably take a pass. If there are a lot of them, I may also take a pass since I don't want to put a lot of time into reading a new rules book or campaign world document. If the DM fudges during play, I will take my leave. I want to earn my victories. If I was fairly presented a challenge and I've gotten in over my head with some poor decisions and bad luck, saving my character is not the way to keep me at the table. If the DM says how the PCs act or what they think or say, I'm also out. Purposeful "gotchas" are similarly distasteful and generally indicative of some other issues with the way the DM thinks about the game in my view. I'll jump ship if I see too much of this. If there are players in the group that are looking for conflict among the PCs instead of with all the practically infinite monsters and NPC antagonists in the world or needs to be convinced to find a reason to go adventuring all the time, I will very quickly leave that group. I'm not down with defective adventurers. I was once in a group with a player on whom I had to use reverse psychology to get their character to do ANYTHING, so desirous of conflict and lack of adventuring was he. "I'd prefer we not go into that dungeon to kill monsters and take their stuff..." I'd say to which he'd respond "We should get into that dungeon straight away!" If I said the opposite, we'd still be in the tavern. I got out of that group after two sessions of that nonsense. [/QUOTE]
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