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<blockquote data-quote="Grogg of the North" data-source="post: 6853183" data-attributes="member: 6682960"><p>I've been on both sides of this issue as a DM and a player. It's something that I've lamented over here on the boards, too. Part of it may be that when you're new to the system you're open to different character concepts and ideas and not influenced so much by the math.</p><p></p><p>As a DM, I don't want to get bogged down in the minutia of the rules. Does anyone know how X works? No? Well, I'll just make a ruling on the spot and come back to it after the session. I <strong>loathe</strong> digging around in all my books to find out that the answer I'm looking for is in the errata to the appendix of a splat book. Look, we just lost 30 minutes of game time because someone had to know the "official" answer. So after my last campaign where I had to deal with munchkin players and not so savvy rule lawyers, I burned out and rather quickly, too. It was in that campaign that I found myself going from saying "Yes, but...." to outright saying "no". DMing went from something that I enjoyed doing to becoming a chore to becoming something I began to dread. Taking a break from DMing allowed me to recharge my batteries and get me excited about DMing again.</p><p></p><p>It was also in that game that I had a player quit because they weren't having fun. It was the munchkin player, too. It was one of those situations that player had optimized above and beyond the rest of the group. Whenever I tried to place them in a situation where they had to be creative or roleplay, and not to rolling initiative, he would sulk and ultimately he quit over that. </p><p></p><p>As a player I was in a game where we were a DMPC away from a cliche. It felt like any solution we proposed that wasn't the solution the DM envision was instantly shot down. And playing a barbarian (Me Smash!) made it even worse because the solution was never "Me smash". I eventually left the game after my barbarian died. I politely sent an email stating I was not having fun and hadn't been having fun for a while. I offered the rest of the group copies of my character sheets in case they wanted to keep going and wanted to my old PC to become an NPC. It turns out that the rest of the group wasn't having fun either and the campaign died with a whimper shortly thereafter. </p><p></p><p>As a DM, something I try to do every once in a while is send out an email to the group and ask "Wht did you like?" "What did you not like?" "What would you do differently?" </p><p></p><p>I don't think anyone is ever really to blame. D&D is a game. The point of a game is to have fun. If you're not having fun then something is wrong. And, in hindsight, I think it's better to leave a game early than let it drag on due to a sense of obligation. This is something that I wished I had learned earlier. </p><p></p><p>I hope this helps answer your question.</p></blockquote><p></p>
[QUOTE="Grogg of the North, post: 6853183, member: 6682960"] I've been on both sides of this issue as a DM and a player. It's something that I've lamented over here on the boards, too. Part of it may be that when you're new to the system you're open to different character concepts and ideas and not influenced so much by the math. As a DM, I don't want to get bogged down in the minutia of the rules. Does anyone know how X works? No? Well, I'll just make a ruling on the spot and come back to it after the session. I [B]loathe[/B] digging around in all my books to find out that the answer I'm looking for is in the errata to the appendix of a splat book. Look, we just lost 30 minutes of game time because someone had to know the "official" answer. So after my last campaign where I had to deal with munchkin players and not so savvy rule lawyers, I burned out and rather quickly, too. It was in that campaign that I found myself going from saying "Yes, but...." to outright saying "no". DMing went from something that I enjoyed doing to becoming a chore to becoming something I began to dread. Taking a break from DMing allowed me to recharge my batteries and get me excited about DMing again. It was also in that game that I had a player quit because they weren't having fun. It was the munchkin player, too. It was one of those situations that player had optimized above and beyond the rest of the group. Whenever I tried to place them in a situation where they had to be creative or roleplay, and not to rolling initiative, he would sulk and ultimately he quit over that. As a player I was in a game where we were a DMPC away from a cliche. It felt like any solution we proposed that wasn't the solution the DM envision was instantly shot down. And playing a barbarian (Me Smash!) made it even worse because the solution was never "Me smash". I eventually left the game after my barbarian died. I politely sent an email stating I was not having fun and hadn't been having fun for a while. I offered the rest of the group copies of my character sheets in case they wanted to keep going and wanted to my old PC to become an NPC. It turns out that the rest of the group wasn't having fun either and the campaign died with a whimper shortly thereafter. As a DM, something I try to do every once in a while is send out an email to the group and ask "Wht did you like?" "What did you not like?" "What would you do differently?" I don't think anyone is ever really to blame. D&D is a game. The point of a game is to have fun. If you're not having fun then something is wrong. And, in hindsight, I think it's better to leave a game early than let it drag on due to a sense of obligation. This is something that I wished I had learned earlier. I hope this helps answer your question. [/QUOTE]
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