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<blockquote data-quote="hawkeyefan" data-source="post: 8604384" data-attributes="member: 6785785"><p>My last session of D&D was not great. </p><p></p><p>I think we're nearing the end of our campaign. What started off as an attempt at a low magic, quasi-iron-age type setting has slowly morphed into a pretty standard D&D world. The idea of the campaign was to rotate GMs, and so I expected a little tonal shift or inconsistency from GM to GM. But the most recent GM decided for some reason to run Wild Beyond the Witchlight. So our kind of gritty low magic setting is out the window. Our PCs who were designed for that low magic world are now interacting with a bunch of Alice in Wonderland style characters, and the juxtaposition is not fun, it's jarring. </p><p></p><p>As a result, the players are less engaged, and then the GM then struggles to involve people, and as a result, he's started declaring actions for characters. And while I get how he may feel the need to do so for someone who's not being very responsive, it started happening more and more and when he did it to me, I had to correct it. I'm pretty easygoing as far as players go, but there are a few things that I can't stand... one of which is when the GM tells me what my character does or says. I don't mind a suggestion or a prompt, but to just tell me "You investigate the closet..." No. No, I don't investigate the closet. </p><p></p><p>It's a shame because I actually had been enjoying the campaign prior to the introduction of Wild Beyond the Witchlight. And I don't want to blame that adventure... it may be great, and some of the elements seem pretty cool... but it was a total mismatch for the existing world and characters. </p><p></p><p>I really don't know why the GM didn't just hand off the duties to someone else since we were rotating anyway, rather than deciding to shoehorn in a published adventure.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 8604384, member: 6785785"] My last session of D&D was not great. I think we're nearing the end of our campaign. What started off as an attempt at a low magic, quasi-iron-age type setting has slowly morphed into a pretty standard D&D world. The idea of the campaign was to rotate GMs, and so I expected a little tonal shift or inconsistency from GM to GM. But the most recent GM decided for some reason to run Wild Beyond the Witchlight. So our kind of gritty low magic setting is out the window. Our PCs who were designed for that low magic world are now interacting with a bunch of Alice in Wonderland style characters, and the juxtaposition is not fun, it's jarring. As a result, the players are less engaged, and then the GM then struggles to involve people, and as a result, he's started declaring actions for characters. And while I get how he may feel the need to do so for someone who's not being very responsive, it started happening more and more and when he did it to me, I had to correct it. I'm pretty easygoing as far as players go, but there are a few things that I can't stand... one of which is when the GM tells me what my character does or says. I don't mind a suggestion or a prompt, but to just tell me "You investigate the closet..." No. No, I don't investigate the closet. It's a shame because I actually had been enjoying the campaign prior to the introduction of Wild Beyond the Witchlight. And I don't want to blame that adventure... it may be great, and some of the elements seem pretty cool... but it was a total mismatch for the existing world and characters. I really don't know why the GM didn't just hand off the duties to someone else since we were rotating anyway, rather than deciding to shoehorn in a published adventure. [/QUOTE]
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