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<blockquote data-quote="AFGNCAAP" data-source="post: 1404878" data-attributes="member: 871"><p>Fortunately, most of my bad game experiences were due to the games rather than the GM's in particular:</p><p></p><p><em>Paranoia:</em> I'm sure that this could be a great game, & the GM was enthusiastic to run it, but it just wasn't for our group--esp. for something more than a one-night game.</p><p></p><p><em>Amber Diceless:</em> Once again, another game which, in the hands of the right GM with a group of the right players (esp. ones who'd trust the GM's judgment to be fair), this could work out. However, about half of the group was completely unfamiliar with the setting, there was little real reason for the PCs to come together as a group (&, matter of fact, the background stuff the GM provided gave us even more reason to stay divided), & one of the players (who happened to be the GM's g/f at the time) received a potent little item for free. Amber's chances w/ out group died right then & there.</p><p></p><p><em>Rifts:</em> Though some games were OK, the lack of balance between races & classes was a big issue (the amping-up of power level with each sourcebook made things worse). Also, IMHO, it really lacked flavor because it basically tried to include just about <strong>everything</strong>: fantasy, magic, sci-fi, horror, superheroes, martial arts, cyberpunk/post-apocalyptic, etc. You basically can get the mutli-genre coverage in a superhero game, but at least it has a "They Fight Crime!" theme running through it to easily tie things together.</p><p></p><p>There have been other bad games of more traditionally successful systems with our group as well (D&D, Marvel, TORG, Star Wars, etc.), which can be chalked up to one or more of the out-of-game/player issues:</p><ul> <li data-xf-list-type="ul">Issues with The Cheat (already mentioned in <a href="http://www.enworld.org/forums/showthread.php?t=79089" target="_blank">this thread</a> )</li> <li data-xf-list-type="ul">A player or two who enjoy directly messing with other characters in game (for no real in-game reason whatsoever--more or less seemed to enjoy to cause trouble in game, & doesn't care that his/her actions wind up ruining the game night for everyone).</li> <li data-xf-list-type="ul">Relationship conflicts that wind up getting dragged to the table.</li> <li data-xf-list-type="ul">Personal conflicts/issues between people (former friends turning into foes, the slow, painful, & public dissolution of a marriage/relationship, roommate arrangements going sour, etc.).</li> </ul><p></p><p>Basically, the bad things in life, which gaming could be used to help forget for a while & have fun inevitably wind up poisoning the game, turning it from a positive, fun, even cathartic experience into a negative, stressful, even dreaded experience.</p></blockquote><p></p>
[QUOTE="AFGNCAAP, post: 1404878, member: 871"] Fortunately, most of my bad game experiences were due to the games rather than the GM's in particular: [I]Paranoia:[/I] I'm sure that this could be a great game, & the GM was enthusiastic to run it, but it just wasn't for our group--esp. for something more than a one-night game. [I]Amber Diceless:[/I] Once again, another game which, in the hands of the right GM with a group of the right players (esp. ones who'd trust the GM's judgment to be fair), this could work out. However, about half of the group was completely unfamiliar with the setting, there was little real reason for the PCs to come together as a group (&, matter of fact, the background stuff the GM provided gave us even more reason to stay divided), & one of the players (who happened to be the GM's g/f at the time) received a potent little item for free. Amber's chances w/ out group died right then & there. [I]Rifts:[/I] Though some games were OK, the lack of balance between races & classes was a big issue (the amping-up of power level with each sourcebook made things worse). Also, IMHO, it really lacked flavor because it basically tried to include just about [B]everything[/B]: fantasy, magic, sci-fi, horror, superheroes, martial arts, cyberpunk/post-apocalyptic, etc. You basically can get the mutli-genre coverage in a superhero game, but at least it has a "They Fight Crime!" theme running through it to easily tie things together. There have been other bad games of more traditionally successful systems with our group as well (D&D, Marvel, TORG, Star Wars, etc.), which can be chalked up to one or more of the out-of-game/player issues: [list] [*]Issues with The Cheat (already mentioned in [URL=http://www.enworld.org/forums/showthread.php?t=79089]this thread[/URL] ) [*]A player or two who enjoy directly messing with other characters in game (for no real in-game reason whatsoever--more or less seemed to enjoy to cause trouble in game, & doesn't care that his/her actions wind up ruining the game night for everyone). [*]Relationship conflicts that wind up getting dragged to the table. [*]Personal conflicts/issues between people (former friends turning into foes, the slow, painful, & public dissolution of a marriage/relationship, roommate arrangements going sour, etc.). [/list] Basically, the bad things in life, which gaming could be used to help forget for a while & have fun inevitably wind up poisoning the game, turning it from a positive, fun, even cathartic experience into a negative, stressful, even dreaded experience. [/QUOTE]
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