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What DM flaw has caused you to actually leave a game?
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<blockquote data-quote="iserith" data-source="post: 7503249" data-attributes="member: 97077"><p>I would say the wandering monster check at the end of every 10-minute "exploration turn" is part of the presentation (how the DM manages exploration challenges). The rest of the presentation is how concisely the environment is described, prompting players to describe what they want to do, resolving and narrating that quickly, resolving the wandering monster check, and looping back around to begin again.</p><p></p><p>In practice, the wandering monster check is only sometimes a consideration as to whether to stick around since it largely depends on how badly they're beat up. They're more willing to risk it when they're in good shape (or when they are close to leveling). But really, if they don't find much on the first pass, it's pretty rare that they stick around. Typically they stick around only if they do find something of note such as needing to figure out how a secret door opens, unlocking a chest they've just discovered isn't trapped, investigating a trap they spotted to discern its design, or the like.</p><p></p><p>In general though, I am a big fan of time pressure as it makes time a valuable resource for the players to manage and creates a sense of urgency.</p></blockquote><p></p>
[QUOTE="iserith, post: 7503249, member: 97077"] I would say the wandering monster check at the end of every 10-minute "exploration turn" is part of the presentation (how the DM manages exploration challenges). The rest of the presentation is how concisely the environment is described, prompting players to describe what they want to do, resolving and narrating that quickly, resolving the wandering monster check, and looping back around to begin again. In practice, the wandering monster check is only sometimes a consideration as to whether to stick around since it largely depends on how badly they're beat up. They're more willing to risk it when they're in good shape (or when they are close to leveling). But really, if they don't find much on the first pass, it's pretty rare that they stick around. Typically they stick around only if they do find something of note such as needing to figure out how a secret door opens, unlocking a chest they've just discovered isn't trapped, investigating a trap they spotted to discern its design, or the like. In general though, I am a big fan of time pressure as it makes time a valuable resource for the players to manage and creates a sense of urgency. [/QUOTE]
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What DM flaw has caused you to actually leave a game?
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