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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: 7503261" data-attributes="member: 97077"><p>Basically we've engineered it so that the players and their characters get on the same page very quickly. If Falstaffe's player puts forward the idea to go after the evil wizard, Grog's and Halfred's players will figure out a way to get Grog and Halfred to go along with that in a way that makes sense for the characters. Next time, Falstaffe will defer to Grog or Halfred instead.</p><p></p><p>As for spending an entire session on player or character debates, I'll take a hard pass on that. The second I hear a "Yeah, but..." my blood pressure goes up because I know we're headed toward a time-wasting debate.</p><p></p><p></p><p></p><p>The table rule is that if you can state something as an action, do so. Don't try to hide an action in a question to force the DM to assume what you're doing and potentially avoid consequences. If you legitimately did not hear the DM or don't understand a word or something, then ask. But otherwise, have your character do stuff to get the information you seek. This keeps things moving forward. Otherwise we're stopping the game for you to have a little side-chat with the DM and that's not going to work for us.</p><p></p><p></p><p></p><p>However much some want to justify gotchas as being a thing that could really happen, they are still unfair game play in my view and tend to lead to players being overly cautious in a way that impacts game pacing. Telegraphing and the certain knowledge that the DM isn't trying to hit them with screwjobs all the time sorts that right out. If your character takes a beating, you can be sure in my games that you were fairly warned. </p><p></p><p></p><p></p><p>DMs in my experience seem to have a problem separating a basic NPC interaction for color with an actual social interaction challenge. So everything's a challenge of one sort or another for no good reason and, often, it's just really annoying. You'll know if you're in a bonafide social interaction challenge in my games at which point you'll know you're trying to accomplish something important. (I've written a bit about how to structure these in other threads.)</p></blockquote><p></p>
[QUOTE="iserith, post: 7503261, member: 97077"] Basically we've engineered it so that the players and their characters get on the same page very quickly. If Falstaffe's player puts forward the idea to go after the evil wizard, Grog's and Halfred's players will figure out a way to get Grog and Halfred to go along with that in a way that makes sense for the characters. Next time, Falstaffe will defer to Grog or Halfred instead. As for spending an entire session on player or character debates, I'll take a hard pass on that. The second I hear a "Yeah, but..." my blood pressure goes up because I know we're headed toward a time-wasting debate. The table rule is that if you can state something as an action, do so. Don't try to hide an action in a question to force the DM to assume what you're doing and potentially avoid consequences. If you legitimately did not hear the DM or don't understand a word or something, then ask. But otherwise, have your character do stuff to get the information you seek. This keeps things moving forward. Otherwise we're stopping the game for you to have a little side-chat with the DM and that's not going to work for us. However much some want to justify gotchas as being a thing that could really happen, they are still unfair game play in my view and tend to lead to players being overly cautious in a way that impacts game pacing. Telegraphing and the certain knowledge that the DM isn't trying to hit them with screwjobs all the time sorts that right out. If your character takes a beating, you can be sure in my games that you were fairly warned. DMs in my experience seem to have a problem separating a basic NPC interaction for color with an actual social interaction challenge. So everything's a challenge of one sort or another for no good reason and, often, it's just really annoying. You'll know if you're in a bonafide social interaction challenge in my games at which point you'll know you're trying to accomplish something important. (I've written a bit about how to structure these in other threads.) [/QUOTE]
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