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Walking away from a game...
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<blockquote data-quote="Phat Lute" data-source="post: 5441631" data-attributes="member: 84524"><p>I think I've walked out on a total of three different games.</p><p></p><p>The first one was Vampire: The Masquerade. I had the books for a good long while, but this was the first time I had tried playing with a group, and I found one online. The core group was all friends, but they didn't seem so overtly cliquish enough that I felt like an outsider. The storyteller was extremely organized and knowledgeable about every possible rule and variant. </p><p></p><p>However, the first problem was that they would only share knowledge about the chronicle in session and in character, there was no "out of character" knowledge within the group. And in character, they weren't sharing much. So my first session, when someone sent vampire hunters to kill us, I immediately started to retaliate. No one said anything or tried to stop me. The NPC behind it turned out to be the "big bad" of the chronicle and it made things very ugly.</p><p></p><p>Still, I was really getting to like my character.</p><p></p><p>What I also didn't know at the time was that every single one of them had ideas about "winning" the game with various secret plots against their fellow PCs. I had no idea and no secret plots of my own. This turned out to be the main reason why they didn't share knowledge with other players. It had nothing to do with roleplaying. They were all hoping to get the advantage over one another. And I wasn't in on it at all.</p><p></p><p>It turns out that one of the players, the one who hosted the game in his basement, had invested quite a bit of time and effort into how and when he would kill each of our characters off when he got bored with the chronicle or (it seems) the focus turned away from him. </p><p></p><p>Fortunately (?) one of the players was the storyteller's fiance. She 'found out' that the other player was an assassin and was about to kill us all off one by one. We confronted his character. His character was secretly a tricked out Assamite with every combat advantage possible. He was certain that even though this wasn't according to plan, he'd kill us all off regardless. </p><p></p><p>But I was a Ravnos, with illusion powers, and he knew from experience that I could a fairly creative one at that. I created several dozen copies of myself, scattered, and while he tried to figure out which one was me, I explained how completely hosed he was. "I'm going to walk out of here, and if you come after me again, you'll never know what hit you. Is the light at the intersection really green? Is that really a truck rushing toward you? Is that the handle or the blade of your sword? You will never be sure of anything ever again." And so on.</p><p></p><p>As I went on, his face got redder and redder. He finally leapt up from the table, overturning it, and yelled at everyone to get out. So I did, and I didn't bother coming back either or even trying to contact any of them again.</p><p></p><p>The other two were fairly pathetic Dungeons and Dragons groups. Disorganized, uncreative, predictable, players with poor hygiene and ill manners, both with a significant other in the mix that wasn't all that interested in playing. They could have been ripped out of a bad web comic.</p></blockquote><p></p>
[QUOTE="Phat Lute, post: 5441631, member: 84524"] I think I've walked out on a total of three different games. The first one was Vampire: The Masquerade. I had the books for a good long while, but this was the first time I had tried playing with a group, and I found one online. The core group was all friends, but they didn't seem so overtly cliquish enough that I felt like an outsider. The storyteller was extremely organized and knowledgeable about every possible rule and variant. However, the first problem was that they would only share knowledge about the chronicle in session and in character, there was no "out of character" knowledge within the group. And in character, they weren't sharing much. So my first session, when someone sent vampire hunters to kill us, I immediately started to retaliate. No one said anything or tried to stop me. The NPC behind it turned out to be the "big bad" of the chronicle and it made things very ugly. Still, I was really getting to like my character. What I also didn't know at the time was that every single one of them had ideas about "winning" the game with various secret plots against their fellow PCs. I had no idea and no secret plots of my own. This turned out to be the main reason why they didn't share knowledge with other players. It had nothing to do with roleplaying. They were all hoping to get the advantage over one another. And I wasn't in on it at all. It turns out that one of the players, the one who hosted the game in his basement, had invested quite a bit of time and effort into how and when he would kill each of our characters off when he got bored with the chronicle or (it seems) the focus turned away from him. Fortunately (?) one of the players was the storyteller's fiance. She 'found out' that the other player was an assassin and was about to kill us all off one by one. We confronted his character. His character was secretly a tricked out Assamite with every combat advantage possible. He was certain that even though this wasn't according to plan, he'd kill us all off regardless. But I was a Ravnos, with illusion powers, and he knew from experience that I could a fairly creative one at that. I created several dozen copies of myself, scattered, and while he tried to figure out which one was me, I explained how completely hosed he was. "I'm going to walk out of here, and if you come after me again, you'll never know what hit you. Is the light at the intersection really green? Is that really a truck rushing toward you? Is that the handle or the blade of your sword? You will never be sure of anything ever again." And so on. As I went on, his face got redder and redder. He finally leapt up from the table, overturning it, and yelled at everyone to get out. So I did, and I didn't bother coming back either or even trying to contact any of them again. The other two were fairly pathetic Dungeons and Dragons groups. Disorganized, uncreative, predictable, players with poor hygiene and ill manners, both with a significant other in the mix that wasn't all that interested in playing. They could have been ripped out of a bad web comic. [/QUOTE]
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