Clueless
Webmonkey
Zappo said:I bet amnesia looks attractive now, eh?![]()
Yes.
Yes it does - actually the *reason* Clueless ended up amnesiac was b/c I'd finally burned out of DnD just about. Had *nothing* left to give. Luckily Shemmie found a way to re-spark me (His game's been going on for 1.5 yrs and shows no sign of stopping anytime soon).
Ok, some limited stories re: that group. And mind you, they are for the most part wonderful players, enthusiastic, cheerful, sane folks, knowledgable of the rule and not too bad on the min-maxing. The problem is that they'd all be in the *same* room when playing. Stylistic differences crossed with personality differences resulted bad stuff. The sad part was the stories were good - when they were good, they were *very* good. So you kept coming *back*.
Shemmie actually summarized most of the problems, tracing the stories behind these problems would take too long, as they're rather chronic as opposed to one bad session and all was done.
Game length:
Usually you expect a game or two to fall flat on it's face, fine, no problem. 10 games in a row ending within 2 months.... heh. See "nothing left to give".
Ego issues:
The player who couldn't give up being a GM, also tended to come across as incredibly judgemental - both as PC and NPC. Not *nessecarily* a bad thing, given an OOC understanding that you can work it out. That understanding did not exist. If you were on the bad side - you just sorta... stayed there. Cross that with an odd need to 'force' group unity when playing, and things get even more shakey. Group bonding doesn't occur at the drop of a hat as most of us know.
Trap laying:
Plotwise - not rogueish wise. You (or at least I) learned how to see it coming and dodge the bullet persay, much to DM annoyance on one occasion as I scuttled the entire plot for the day instead of taking the obvious way to tick off all of Cormyr at us. Too often a DM setup that gave a chance for us to get yelled at by powerful NPCs without a feeling of "We can work this out." See above.
Balance issues:
Do not encourage everyone to sink a lot of time into their characters without telling them the character is inappropriate for your plot, and/or handicapping the character from the get-go by providing political power to other characters. DnD does not have an advantage/disadvantage system. It *needs* one if this is your intention. Political power should not come for free.
Psionic issues:
Aka, why not to play with your best friend from high school. One more godling who acted like some of the worst bullies I've ever seen. Very nice guy *out* of game.
Expectation issues:
It's usually not a good idea to laugh (literally) at the idea of a player saying "Hey, I'd like to be leader this go around." and respond with "No way, I can't see you giving any orders to <insert other player's name here> that he'd listen to." Really doesn't build confidence in your GM.
Courtesy issues:
Do not ever use the following method to boot someone from your game. Tell them the game has stopped, then restart the game without telling them about it, on the same day at the same time, when you have mutual friends. They *will* find out. They will *not* be pleased. Especially when you can find no better reason that 'No one could pick you up to bring you' - which considering circumstances, was patentedly false. I'm still not entirely sure what happened - save that apparently character incompatibility led to the GM wanting to be rid of his closest source of trouble. Without the nerve to tell me so to my face.
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