Blue
Ravenous Bugblatter Beast of Traal
To go from theoretical to practical, I'm thinking about games I've left. It's not a large list of games, but I can break down multiple factors.
1. Character actions don't impact the world.
2. There are unintended consequences to nearly every action except the ones the DM designed as the goals of his adventures, always negative. As in "how can I screw the players for what they did".
3. PvP
4. DMPCs. A DM proxy. I don't mind an NPC, with NPC (not DM) goals, who we let travel with us. DMPCs are not that.
5. Irrelevance... I'm not sure a good description of this one so let me give an example: It was in a superhero game, where the GM ran multiple campaigns and at one point all of them were focused on different parts of this one save-the-world plot. A lot of it was trying to figure out what was going to to try to stop it. Characters found a thread and followed it for seven sessions. Biweekly, so 14 weeks of play. It was an intentional red herring that the GM just kept stringing out. And by that point it was too late by the real calender for our campaign to contribute anything to the big over-plot that was going on.
6. Executive meddling -- this is definitely not a common case. I played in a campaign at a D&D club pre-pandemic where you pay for your seat. After being told that the next season (current was SKT) wasn't close and we could continue as long as we wanted that suddenly reversed to a short deadline to complete, along with reorganizing players so we lost several and other players and their PCs from other tables (at different points of SKT and different character levels) were consolidated onto our table.
1. Character actions don't impact the world.
2. There are unintended consequences to nearly every action except the ones the DM designed as the goals of his adventures, always negative. As in "how can I screw the players for what they did".
3. PvP
4. DMPCs. A DM proxy. I don't mind an NPC, with NPC (not DM) goals, who we let travel with us. DMPCs are not that.
5. Irrelevance... I'm not sure a good description of this one so let me give an example: It was in a superhero game, where the GM ran multiple campaigns and at one point all of them were focused on different parts of this one save-the-world plot. A lot of it was trying to figure out what was going to to try to stop it. Characters found a thread and followed it for seven sessions. Biweekly, so 14 weeks of play. It was an intentional red herring that the GM just kept stringing out. And by that point it was too late by the real calender for our campaign to contribute anything to the big over-plot that was going on.
6. Executive meddling -- this is definitely not a common case. I played in a campaign at a D&D club pre-pandemic where you pay for your seat. After being told that the next season (current was SKT) wasn't close and we could continue as long as we wanted that suddenly reversed to a short deadline to complete, along with reorganizing players so we lost several and other players and their PCs from other tables (at different points of SKT and different character levels) were consolidated onto our table.






