Walking away from a game...

I've only done this the once, and unfortunately (?) it wasn't for any of the freaky reasons people have lsited above. It was just a really bad game. Boring. I joined a new group. It was the GMs first time GMing and he just had no understanding of what to do or how to do it. Nice enough bunch but of people to play with but no thanks, life too short for bad games.
 

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I have left a few games but this is the most memorable.

My brother and I were convinced by a friend to join in on a Robotech game.
All was cool, we created characters and started the adventure. The GM put me and my brother in one Mech. No problem there as we both chose destroid pilots.
He then says we are all part of a scout party patrolling the Zentraidi control zone. A few minutes into game and we stumble upon a crashed Zentraidi cruiser.
As a group we decide to investigate. Splitting up into two teams we take a corridor each and start exploring. That was the last bit of decision making my brother and I did for the next 4 hours. The GM concentrated on the other group, who by shear luck must have taken the really interesting corridor to explore.
A huge battle erupted between them and a Zentraidi in Female Power Armour.
Time went by and i decide to query the GM on were our character are, have we reached the end of the corridor, can we join the combat?.
The GM went into a little speech saying "A combat turn is 15seconds and it has only been a few minutes of game time since the combat started and No, we haven't finished exploring the corridor". Hours go buy and the combat is still going strong when it spills into the corridor that me and my brother still haven't finished exploring.
Finally some action. Initiative is rolled and we win.
We decide to launch a volley of missiles. I let my brother roll the to hit as I am piloting the Mech. He rolls a 1. The missiles go haywire, miss there target and hit an ammo storage area. The GM laughed triumphantly like he had planed the whole encounter from the start.
The conclusion of 4 and a half hours of game play. Half a corridor searched. 2 dice rolls, my brother saying "oops" me replying "what?" and then we were vaporised.
 

Once.

I had joined a long-running high-level FR game. Big battle in Thaymount. I'm playing a wizard. Myself and another wizard in the party come up with a scheme involving multiple bags of holding/portable holes (can't remember which) that ends up blowing the top off Thaymount and killing most of our enemies. We escape to the astral plane. One of the other PCs has this amulet that allows him to call a solar to help him out. He calls the solar, which saves him and the other PCs from the ensuing magical explosion (as I expected would happen). Everyone home in time for tea and medals.

After game, the player with the amulet and another player completely freak out at me for "leaving their characters to die" in the magical explosion. They are really very upset. I point out that my PC knows all about the amulet and correctly judged that they would be fine. They don't accept this, accuse me of being a liar and engage in an extended red-faced rant about what a scumbag I am. I mention that they're welcome to deal with their doubts in-game and in-character, but personal attacks out-of-game are kinda rude. The other players and the DM side with me. This only makes it worse and they get even angrier and even ruder. Needless to say, I drop out of the campaign.
 

I've been playing over thirty years, and can only remember one occasion when I've seen someone walking or being thrown out of a gaming group. And it wasn't me. So I suppose I've been lucky.
 

I've only left a campaign once because it was pretty boring and not my cup of tea. The people were pleasant enough but at first level the GM gave out custom made magic items that were way too powerful and made the storebought module a breeze. (I don't know the details of the other players' magic items but my friend got a ring that made metal unable to harm him--in effect DR infinity vs. metal.)

In college my friends almost preemptively left a campaign when our friend who was DMing told us he designed it so that at least a few of us would die in the first session. After hearing that we decided to play but instead of making characters we cared about, we made ridiculous characters. My roommate and I created a knightish paladin and dwarven monk duo where the monk would piggyback around the paladin instead of a horse mount. It's really too bad that campaign never actually happened, it would have been glorious.
 

I've had a couple players leave that I honestly don't know why they left. They just never responded to emails about whether they could make the next session. It could be anything, didn't fit in, didn't enjoy the session, didn't want to commute, who knows.
Similar. I had a guy from the local roleplaying club join my 4E game . It all seemed fine, we had a laugh, there was combat, there was roleplaying. It was a solid game of D&D. We felt we'd found a potential new recruit and made sure he knew he was welcome.

We never heard from him again.
 

Similar. I had a guy from the local roleplaying club join my 4E game . It all seemed fine, we had a laugh, there was combat, there was roleplaying. It was a solid game of D&D. We felt we'd found a potential new recruit and made sure he knew he was welcome.

We never heard from him again.

The worst ones are when they leave and you never find out why. It sure would be nice to know why they left - in case its something you can change or improve upon.
 

More excitingly, my first DM out of college was an guy in his 30s who lived alone in a house in Cambridge. He had a weird horse fixation; there were plastic horse models (the same ones pre-teen girls have) displayed on shelves all through his house, and he insisted that all mounts have their own personalities and character sheets and special abilities. This got creepier and creepier, with major focus on the horses, which might have been okay if he was a good DM - which he wasn't.

[ame=http://www.youtube.com/watch?v=8KBT-VLqirg]YouTube - NAMMY - QUEEN OF THE STALLIONS (Testees Bonus Video!!)[/ame]
 

I'm afraid all my stories are quite tame by comparison to some of the gems in this thread!

In a rotating GM spot game, I left mid-way through a Demon: The Fallen game for a bundle of reasons. It's the only oWoD game I own, too, and was kinda psyched to play it at first. I'd sat through every other game in the group, as varies as Paranoia, Traveller, BESM and D&D, but this one was just too much for me:

  • I told the GM I was specifically interested in playing Demon, not his other choice of Werewolf, because I'm not interested in the mainsteam oWoD or it's metaplot. Within five minutes of session one we're being spied on by a Vampire :erm: and it's three or four weeks of Vampires, Vampires, Vampires before anything vaguely Demon-related turned up. This changed only because I complained pretty loudly that the game had turned into "Hunter, but with angel wings"
  • Remember not caring about the rest of the oWoD? One other player knew the setting well and was in a PbP game with the same GM... and they would witter on, and on, AND ON at length about sometimes only vaguely related rules and fluff things. One of the better sessions involved a missing woman and a magical mirror, which was quite spooky and exciting.... and ruined when the GM and this player spent fifteen minutes talking about what magical powers from Mage could create it.
  • Remember not caring about the metaplot? The game (ran just a year or two ago) was set in 1999, for basically no reason other than "It's an oWoD game and must be set in oWoD's present day". It added nothing to the setting over setting it in the present day; it was in fact occasionally a nuisance because we'd find, say, we couldn't quite judge stuff like internet use or mobile phone availability right when it mattered. I have no problem with setting games in period (I run an occasional 1989/1990 set Ghostbusters game) when it's part of the feel but it just felt like we had to hop on the oWoD train.
  • The GM and his flatmate had very different tastes in games and the two of them would often bicker, especially as the flatmate was quite interested in juggling numbers and believed he could just tell when things were "broken" whereas the GM was more of a "I don't care about power levels" type. One particular fight dragged on when the two argued over whether a two dot power was actually better than the four dot version because of how it's worded.
  • The GM, unlike every other GM in the group, sit at the head of the gaming group - he refused to sit anywhere other than His Chair to the side of the room. Every other GM could make eye contact with us all and hold the sessions better - he was positioned so that if he spoke to players on one half, he turned his back on us and we couldn't always hear him. (He's a quiet dude.) This forced repeititon and made it easier for players to end up nattering off-topic since they felt "out of the game".
  • The GM would end every session by saying "Three sessions left." I wasn't enjoying myself and found the plot was flailing wildly but hung around because I thought an end was coming and that the game would finally tie into something satisfying. After abour six sessions of that, it was clear that it wasn't coming anytime soon - though he was known for being terrible at ending games so I should have guessed.

This is undeniably a case of me just not enjoying the game rather than it being dire, but I felt like I was being lied to and that if I'd had accurate info I would have said "no, thanks". When I expressed frustration at Vampires getting essentially top billing in a Demon game I was told "it's oWoD, crossovers happen, suck it down" by the GM and the oWoD-fan player - to which I argued that's like me asking people to stat up characters for a Batman game and then running session after session about The Haunted Tank, Darkseid and Sinestro. Sure, it's canonical, but that doesn't stop it feeling like false advertising. :-)

Eventually I realised I was getting so pissed off wiht the game that I was in danger of being a problem player - That Guy who obviously doesn't want to be there and saps everyone else's enjoyment - so I left. He was a bit bummed.... and promptly ended in three sessions. :-)

I went back to the group after that for a few blocks. I think me leaving took the wind out of the GMs sails because he said he wasn't going to run again for a while, except perhaps a one-off.... which I was quite interested in, especially because his obsession with huge arcs would make running a one-off an interesting challenge.

When his turn came up again and he said he was in fact going to run another campaign, I bowed out. There were other issues - cost and time of getting there and frustration with some other aspects of the group - but that particular GM was definitely a factor.
 

Similar. I had a guy from the local roleplaying club join my 4E game . It all seemed fine, we had a laugh, there was combat, there was roleplaying. It was a solid game of D&D. We felt we'd found a potential new recruit and made sure he knew he was welcome.

We never heard from him again.

That's pretty annoying. I mean, even a pretend "Sorry, my schedule isn't working out" or something would at least give you some sort of closure, even if you still thought "Maybe he was just trying to be polite and didn't enjoy X in the game".

But simply vanishing off the face of the Earth is kinda crappy.

--

Not really related, but: when I was at Uni I had just started playing in a campaign and then a week later started a post at the Student Union which took me out every game night. The ggroup ran on Monday evenings and had done for years; I played one session then found out every Monday for the forseeable future I would be busy, so bowed out. A bit :):):):):):) but them's the breaks.

Years late, I still got hassle from one of the players that I "Wasn't where I was supposed to be" and another keeps telling these long detailed stories about the game and looks at me as though I'll remember them when I turned up one, count 'em, one week.
 

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