Barastrondo
First Post
A player revolt is when the entire group, en masse, turns to the DM and refuses to play with him or her again. Essentially, they fire the DM.
THAT'S how bad the DM's I played with were. FOUR TIMES. Entire groups walking out on a DM.
Now I'm a touch curious. Were they all mostly situated in the same geographical area? I actually find a chain of terrible luck with GMs plausible, but it becomes more plausible if they're centrally located. Many things transmit from group to group in a given area, which is why you have places where popular games aren't and niche games rule. I'm curious if the same might have happened with bad GM technique.
S'mon, yeah, I'd totally agree with you that my experiences color my responses. When people talk about dumping off more responsibility and power over the game onto the DM, my initial reaction is always, "GOD NO". Because, in my experience, that's not going to end well.
But, I can see that if someone's very rarely had to deal with crap GM's, then this would seem like a good idea.
Yeah, the trust dynamic is essential to the operation of a group. I really prefer gaming with people whose judgment I trust more than I trust the rules. I like to trust the rules, mind, but I like to trust the people I game with -- which is to say, my friends -- more. And I would like them to trust me when I'm running so that if I say "Okay, house rule time," they will accept that, or (even better) ask about it and we can discuss the change, instead of by default assuming that the rule in the book's going to suit this particular campaign a bit better. It sucks if you can't get that dynamic even when you want it.