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<blockquote data-quote="Rel" data-source="post: 2466438" data-attributes="member: 99"><p>I've never really had anything too nasty happen.</p><p></p><p>Once, many years ago, I ran a Spacemaster campaign wherein the PC's were part of a group of individuals who were kidnapped from Earth and taken to a far away planet by an intelligent computer ship who wanted to turn on his masters (a race of nasty aliens bent on conquering the galaxy). It was partly a "mystery" because the computer's programming prevented it from doing anything overtly hostile to its masters. It hoped that the PC's would figure out what was happening and thwart the masters on their own. The problem was that the early part of the campaign focused too much on the PC's figuring out a way to survive on a hostile planet where they needed to secure shelter and a viable, long term food source. In the end the players indicated that they weren't having a good time wallowing in the sciences and we abandoned the campaign in favor of other games.</p><p></p><p>More recently a friend of mine ran a Mage Dark Ages game for our group. This is the kind of game (particularly in the way in which he ran it) that had a very roleplay heavy aspect to it and that part was fine. But he was also adamant (and I don't blame him) that there be lots of action in the game too. The combat mechanics combined with the magic system combined with the large group of players involved made everything come to a screeching crawl when combat came up. After a half dozen sessions or so it was clear that the system was getting in the way of our fun and we had a lengthy discussion about how to try and fix it. In the end we decided to scrap the campaign and perhaps try the concept later with a smaller group of players and a few modifications to the system (or a different system entirely).</p><p></p><p>Actually I did just think of one slightly nastier situation that happened a few years ago. We were playing in a pretty typical D&D campaign run by another friend. Most things about it were fine. We all liked our PC's and the story was a little bland but seemed to be improving. The problem was that the GM's work schedule combined with his innate laziness and disorganization meant that at least every other game session started an hour and a half or more late and every fourth session was cancelled entirely at the last minute. Finally amid growing frustration on the part of all the players, I confronted the GM when he arrived over two hours late to the session and simply said, "This campaign has been pretty good but the schedule situation is intolerable and we can't keep doing this. We need to have a different GM until your work schedule calms down to the point where this isn't a problem." He took it well and I think was actually relieved so I'm not sure you can call that a meltdown either.</p></blockquote><p></p>
[QUOTE="Rel, post: 2466438, member: 99"] I've never really had anything too nasty happen. Once, many years ago, I ran a Spacemaster campaign wherein the PC's were part of a group of individuals who were kidnapped from Earth and taken to a far away planet by an intelligent computer ship who wanted to turn on his masters (a race of nasty aliens bent on conquering the galaxy). It was partly a "mystery" because the computer's programming prevented it from doing anything overtly hostile to its masters. It hoped that the PC's would figure out what was happening and thwart the masters on their own. The problem was that the early part of the campaign focused too much on the PC's figuring out a way to survive on a hostile planet where they needed to secure shelter and a viable, long term food source. In the end the players indicated that they weren't having a good time wallowing in the sciences and we abandoned the campaign in favor of other games. More recently a friend of mine ran a Mage Dark Ages game for our group. This is the kind of game (particularly in the way in which he ran it) that had a very roleplay heavy aspect to it and that part was fine. But he was also adamant (and I don't blame him) that there be lots of action in the game too. The combat mechanics combined with the magic system combined with the large group of players involved made everything come to a screeching crawl when combat came up. After a half dozen sessions or so it was clear that the system was getting in the way of our fun and we had a lengthy discussion about how to try and fix it. In the end we decided to scrap the campaign and perhaps try the concept later with a smaller group of players and a few modifications to the system (or a different system entirely). Actually I did just think of one slightly nastier situation that happened a few years ago. We were playing in a pretty typical D&D campaign run by another friend. Most things about it were fine. We all liked our PC's and the story was a little bland but seemed to be improving. The problem was that the GM's work schedule combined with his innate laziness and disorganization meant that at least every other game session started an hour and a half or more late and every fourth session was cancelled entirely at the last minute. Finally amid growing frustration on the part of all the players, I confronted the GM when he arrived over two hours late to the session and simply said, "This campaign has been pretty good but the schedule situation is intolerable and we can't keep doing this. We need to have a different GM until your work schedule calms down to the point where this isn't a problem." He took it well and I think was actually relieved so I'm not sure you can call that a meltdown either. [/QUOTE]
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