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<blockquote data-quote="Panda-s1" data-source="post: 7823546" data-attributes="member: 59554"><p>so okay, having the expectation that someone should just quit because they might have a panic attack is the best scenario? let's think about this for a second.</p><p>the scenario you describe would go like this:</p><p>one player feels like they might have a panic attack. since it is something expected of them, they tell the DM (who, while we're on the subject of social responsibilities, has the main responsibility of ensuring the players have a good time) they can't play anymore then leave. suddenly the game is down a player. the group is going to have to wait for another player to show up (which can be a long time depending what time of day it is). in the end one player got half an adventure, and 3(-ish) players and the DM had to wait a while between losing a player and having to get a new one situated (this also implies time doesn't run out or players get impatient and leave anyway).</p><p></p><p>scenario 2 is like scenario 1 except the DM takes time to adjust things for 3 players, which takes up time (even more so if it started like the first scenario and the DM got impatient). you get 3 supposedly satisfied players and one DM who had to spend extra time changing the adventure so he doesn't tpk the party.</p><p></p><p>so somehow, these both are better scenarios than one player indicating they aren't okay with something, the DM takes a minute or two to change something in the game (or gloss over a scene because it wasn't an actual challenge to the players thereby actually saving precious time???), and ending with all 4 players having gotten a full adventure and one DM who did a little extra work?</p><p></p><p>inb4 someone says "the other players got a diminished experience", how? how did they get a lesser experience? they got a game that had a minor alteration.</p></blockquote><p></p>
[QUOTE="Panda-s1, post: 7823546, member: 59554"] so okay, having the expectation that someone should just quit because they might have a panic attack is the best scenario? let's think about this for a second. the scenario you describe would go like this: one player feels like they might have a panic attack. since it is something expected of them, they tell the DM (who, while we're on the subject of social responsibilities, has the main responsibility of ensuring the players have a good time) they can't play anymore then leave. suddenly the game is down a player. the group is going to have to wait for another player to show up (which can be a long time depending what time of day it is). in the end one player got half an adventure, and 3(-ish) players and the DM had to wait a while between losing a player and having to get a new one situated (this also implies time doesn't run out or players get impatient and leave anyway). scenario 2 is like scenario 1 except the DM takes time to adjust things for 3 players, which takes up time (even more so if it started like the first scenario and the DM got impatient). you get 3 supposedly satisfied players and one DM who had to spend extra time changing the adventure so he doesn't tpk the party. so somehow, these both are better scenarios than one player indicating they aren't okay with something, the DM takes a minute or two to change something in the game (or gloss over a scene because it wasn't an actual challenge to the players thereby actually saving precious time???), and ending with all 4 players having gotten a full adventure and one DM who did a little extra work? inb4 someone says "the other players got a diminished experience", how? how did they get a lesser experience? they got a game that had a minor alteration. [/QUOTE]
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