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<blockquote data-quote="maggot" data-source="post: 1377335" data-attributes="member: 1005"><p>I realized my last post only listed player types that drive me up the wall. Now for the other side of the screen:</p><p></p><p>DMs that aren't ready. You show up for the game and they take an hour writing down things while you munch on snack foods.</p><p></p><p>DMs that have no overall campaign goal. Months of wandering around looking for a plot, any plot. And when you try to make something out of your backgroud, you find no plot there either.</p><p></p><p>DMs that let players walk all over them. For example, a player in a low magic campaign complained loudly about the lack of magical treasure and the very next adventure involved a dragon with a huge hoard.</p><p></p><p>Monte Haul DMs. After adventure one, my first level ranger got two +3 handaxes (I had weapon focus handaxe) and a potion that gave me 50 extra hitpoints (those were permanent hit points). I wonder what I would have gotten after the second adventure.</p><p></p><p>DMs that explain too much. I want mystery, don't tell me all the details. Sure I can keep the player-character knowledge separation, but that doesn't mean I want to.</p><p></p><p>DMs that discribe things in game terms: "You see two paladins, one is female with a charisma of 24. Naturally you are attracted to her.")</p></blockquote><p></p>
[QUOTE="maggot, post: 1377335, member: 1005"] I realized my last post only listed player types that drive me up the wall. Now for the other side of the screen: DMs that aren't ready. You show up for the game and they take an hour writing down things while you munch on snack foods. DMs that have no overall campaign goal. Months of wandering around looking for a plot, any plot. And when you try to make something out of your backgroud, you find no plot there either. DMs that let players walk all over them. For example, a player in a low magic campaign complained loudly about the lack of magical treasure and the very next adventure involved a dragon with a huge hoard. Monte Haul DMs. After adventure one, my first level ranger got two +3 handaxes (I had weapon focus handaxe) and a potion that gave me 50 extra hitpoints (those were permanent hit points). I wonder what I would have gotten after the second adventure. DMs that explain too much. I want mystery, don't tell me all the details. Sure I can keep the player-character knowledge separation, but that doesn't mean I want to. DMs that discribe things in game terms: "You see two paladins, one is female with a charisma of 24. Naturally you are attracted to her.") [/QUOTE]
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