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What DM flaw has caused you to actually leave a game?
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<blockquote data-quote="5ekyu" data-source="post: 7503256" data-attributes="member: 6919838"><p>A GM choosing a player to give info to creates a different dynamic both in the play and the impression than checks based on character ability determining it - based on my experience.</p><p></p><p>Since character abilities and proficiencies are determined by the player (and checks rolled by the player) the latter puts the sense of that "given info" resulting from that combination of player choices (reflected in the character stats) plus luck and sometimes position/timing.</p><p></p><p>The GM simply choosing which player to give it seems in play to diminish that and make it seem more of a table-side than character-side result. If thebplayersxsee the most important info will be given, regardless of character, those skills become seen as second class since their greatest value is given.</p><p></p><p>I tried to answer the why roll if someone is going to make the result above - unless it's always going to be shared in character immediately, the characters who get the info get to choose how to use that info, just like the stealthy scout gets yo choose what to do when he comes across something before the rest.</p><p></p><p>Not gonna be as important if it's a team of pieces than a group of characters. But it's not at all uncommon in my games for those with "first access to info" to have options on how to use it. </p><p></p><p>Basically, it seems like you are letting the meta drive the results - even on the very direct immediate local scale - the GM wants this found or spotted so it happens, the GM wants that character to get it so it happens etc. In our style of play we prefer that it's much more driven by what the character can give the player to work with than what the GM gives the player or group to work with - at least in the cases of the very direct what you see walking down the street level. (Obviously on the larger world building scale, that changes somewhat.)</p><p></p><p>Our tastes follow thru even further - we have tried and generally found great disfavor for gimmick points (plot points, inspiration, drama points FATE points etc - particularly when they lead yo scene edits on demand.)</p><p></p><p>It's certainly more than flavor as far as we see it, but it's definitely a matter of preference. Our games would move much more quickly if the key bits were just given to the team who all moved to follow the leads as a group and through the waypoints one by one... but we tend to like the more catch as catch can style even when that means whole storylines font get picked up but other tangents become the focus of screen time due to the choices made.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7503256, member: 6919838"] A GM choosing a player to give info to creates a different dynamic both in the play and the impression than checks based on character ability determining it - based on my experience. Since character abilities and proficiencies are determined by the player (and checks rolled by the player) the latter puts the sense of that "given info" resulting from that combination of player choices (reflected in the character stats) plus luck and sometimes position/timing. The GM simply choosing which player to give it seems in play to diminish that and make it seem more of a table-side than character-side result. If thebplayersxsee the most important info will be given, regardless of character, those skills become seen as second class since their greatest value is given. I tried to answer the why roll if someone is going to make the result above - unless it's always going to be shared in character immediately, the characters who get the info get to choose how to use that info, just like the stealthy scout gets yo choose what to do when he comes across something before the rest. Not gonna be as important if it's a team of pieces than a group of characters. But it's not at all uncommon in my games for those with "first access to info" to have options on how to use it. Basically, it seems like you are letting the meta drive the results - even on the very direct immediate local scale - the GM wants this found or spotted so it happens, the GM wants that character to get it so it happens etc. In our style of play we prefer that it's much more driven by what the character can give the player to work with than what the GM gives the player or group to work with - at least in the cases of the very direct what you see walking down the street level. (Obviously on the larger world building scale, that changes somewhat.) Our tastes follow thru even further - we have tried and generally found great disfavor for gimmick points (plot points, inspiration, drama points FATE points etc - particularly when they lead yo scene edits on demand.) It's certainly more than flavor as far as we see it, but it's definitely a matter of preference. Our games would move much more quickly if the key bits were just given to the team who all moved to follow the leads as a group and through the waypoints one by one... but we tend to like the more catch as catch can style even when that means whole storylines font get picked up but other tangents become the focus of screen time due to the choices made. [/QUOTE]
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What DM flaw has caused you to actually leave a game?
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