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<blockquote data-quote="Bigkahuna" data-source="post: 6883510" data-attributes="member: 6808141"><p>Sometimes there is too much political correctness in role-playing so I'm just going to say it. Your DM seems kind of douche to me. I said it early but as soon as you hear GM's pulling out anti-magic fields, sticking arcane locks on everything, notifying you that "your character is not very good at this".... those are all signs of crappy GMing... and crappy GMing is not a "style".. it is what it is.. crappy GMing.</p><p></p><p>The GM's job is to make the characters the center of the story, its his job to let the players come up with a plan and manipulate the game to ensure whatever nutty plan they come up with there is a way for it to succeed and a way for it to fail, with benefits and consequences for either. The success and failure should be driven by the characters abilities and narrative flare, so you let them describe the scene, let them make checks based on the actions they take and if they fail then, that's when you hit them with consequences and if they succeed you let them and figure out the new route to the story.</p><p></p><p>Now I think to be fair to the GM, often inexperience can make a GM appear douche as their lack of confidence and fear of derailment can cause them to pigeon hold and steer the story... but the impact on the game is the same between intentional douchiness and unintentional dcouhiness and it must be addressed all the same. </p><p></p><p>Your GM is effectively running your characters for you.. you either resolve things the way he intends for you to resolve them or you auto fail... that my friend is not role-playing, that is puzzle solving, the puzzle being "how does the GM want us to solve this".</p></blockquote><p></p>
[QUOTE="Bigkahuna, post: 6883510, member: 6808141"] Sometimes there is too much political correctness in role-playing so I'm just going to say it. Your DM seems kind of douche to me. I said it early but as soon as you hear GM's pulling out anti-magic fields, sticking arcane locks on everything, notifying you that "your character is not very good at this".... those are all signs of crappy GMing... and crappy GMing is not a "style".. it is what it is.. crappy GMing. The GM's job is to make the characters the center of the story, its his job to let the players come up with a plan and manipulate the game to ensure whatever nutty plan they come up with there is a way for it to succeed and a way for it to fail, with benefits and consequences for either. The success and failure should be driven by the characters abilities and narrative flare, so you let them describe the scene, let them make checks based on the actions they take and if they fail then, that's when you hit them with consequences and if they succeed you let them and figure out the new route to the story. Now I think to be fair to the GM, often inexperience can make a GM appear douche as their lack of confidence and fear of derailment can cause them to pigeon hold and steer the story... but the impact on the game is the same between intentional douchiness and unintentional dcouhiness and it must be addressed all the same. Your GM is effectively running your characters for you.. you either resolve things the way he intends for you to resolve them or you auto fail... that my friend is not role-playing, that is puzzle solving, the puzzle being "how does the GM want us to solve this". [/QUOTE]
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