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What DM flaw has caused you to actually leave a game?
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<blockquote data-quote="Aldarc" data-source="post: 7504215" data-attributes="member: 5142"><p>My primary issue that I would see with what Imaculata describes, [MENTION=22779]Hussar[/MENTION], is what part of the game the players are attempting to engage. </p><p></p><p>My own preference here is a "fiction first" approach. This approach is common in games like Fate and Dungeon World (PbtA). In fact, I believe that the PbtA system developed, in part, as a reaction to the habit in 3rd Edition D&D era (and following) of players engaging skills before fiction. Vincent Baker wanted to break the habit of players saying "I roll for Perception," and instead engendering more Player: "I look for odd features in the stone work of the wall." / GM: "It sounds as if you are trying to Discern Realities. Roll." </p><p></p><p>It is not that I want to tell the players when or what to roll. I want my players to engage the fiction. I want dice rolls to be interesting. I want them to describe what they are attempting. Describe what you are doing, then I (or "we" collectively) can decide what rolls, if any, are most appropriate. And for systems like PbtA and Fate, this often can lead to dice resolutions other than a simple pass/fail test. And these systems have influenced how I have subsequently approached running D&D.</p></blockquote><p></p>
[QUOTE="Aldarc, post: 7504215, member: 5142"] My primary issue that I would see with what Imaculata describes, [MENTION=22779]Hussar[/MENTION], is what part of the game the players are attempting to engage. My own preference here is a "fiction first" approach. This approach is common in games like Fate and Dungeon World (PbtA). In fact, I believe that the PbtA system developed, in part, as a reaction to the habit in 3rd Edition D&D era (and following) of players engaging skills before fiction. Vincent Baker wanted to break the habit of players saying "I roll for Perception," and instead engendering more Player: "I look for odd features in the stone work of the wall." / GM: "It sounds as if you are trying to Discern Realities. Roll." It is not that I want to tell the players when or what to roll. I want my players to engage the fiction. I want dice rolls to be interesting. I want them to describe what they are attempting. Describe what you are doing, then I (or "we" collectively) can decide what rolls, if any, are most appropriate. And for systems like PbtA and Fate, this often can lead to dice resolutions other than a simple pass/fail test. And these systems have influenced how I have subsequently approached running D&D. [/QUOTE]
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