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What DM flaw has caused you to actually leave a game?
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<blockquote data-quote="pemerton" data-source="post: 7504331" data-attributes="member: 42582"><p>I've done three rejections of GMs. (Each against a different GM.)</p><p></p><p>(1) The GM was running some scenario involving kobolds raiding a city. We (the PCs) captured a kobold and tried to interrogate it - how many kobolds, maps of their encampment, etc. The GM played it as absolutely stupid, unable to tell us anything at all. The railroading was palpable. We dumped the GM and started a new game.</p><p></p><p>(2) The GM ran a fairly standard patron-mission scenario. At the end, the patron betrayed us (the PCs). We never initiated second scenario.</p><p></p><p>(3) The GM ran a game that was inspired by a campaign he'd run for an earlier group. The interest of the game was all in the interplay of the PCs (it was five or six players, most of whom weren't friends outside the game), and we gradually built up quite a rich dynamic among the players and in our conception of and relation to the gameworld. Then the GM "rebooted" the whole thing by sending the PCs 100 years forward into the future. This killed off everything we'd done as players, by completely resetting the context of play. I left the game not long after, and I don't think it lasted very long after that.</p><p></p><p>Bottom line for me: I'm not very interested in just emoting my PC through a GM's conception of what would be a good story.</p></blockquote><p></p>
[QUOTE="pemerton, post: 7504331, member: 42582"] I've done three rejections of GMs. (Each against a different GM.) (1) The GM was running some scenario involving kobolds raiding a city. We (the PCs) captured a kobold and tried to interrogate it - how many kobolds, maps of their encampment, etc. The GM played it as absolutely stupid, unable to tell us anything at all. The railroading was palpable. We dumped the GM and started a new game. (2) The GM ran a fairly standard patron-mission scenario. At the end, the patron betrayed us (the PCs). We never initiated second scenario. (3) The GM ran a game that was inspired by a campaign he'd run for an earlier group. The interest of the game was all in the interplay of the PCs (it was five or six players, most of whom weren't friends outside the game), and we gradually built up quite a rich dynamic among the players and in our conception of and relation to the gameworld. Then the GM "rebooted" the whole thing by sending the PCs 100 years forward into the future. This killed off everything we'd done as players, by completely resetting the context of play. I left the game not long after, and I don't think it lasted very long after that. Bottom line for me: I'm not very interested in just emoting my PC through a GM's conception of what would be a good story. [/QUOTE]
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What DM flaw has caused you to actually leave a game?
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