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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: 7505103" data-attributes="member: 42582"><p>Well, that GM seemed to <em>think</em> he was reasonably experienced and competent.</p><p></p><p>It wouldn't be the only time I encountered an experienced GM who wasn't terribly good.</p><p></p><p>It's very common in modules that I've read - and on the whole I think it makes them bad modules.</p><p></p><p>As a player, if the only reason I'm doing XYZ in the game is because it's some sort of fetch/McGuffin quest set by the patron, <em>and then</em> it turns out it was all pointless because the patron was a traitor all along, why did I bother with that stuff?</p><p></p><p>In my view, there is a significant difference here between (i) a player <em>choosing</em> to have a PC who has fallen out with a patron, or has had the scales fall from his/her eyes, (ii) a player suffering an adverse consequence (like betrayal) as a consequence of failure in action resolution, and (iii) the GM just deciding, by fiat, that the PCs lose. I'm not interested in spending multiple sessions playing a chump or patsy for the amusement of the GM.</p><p></p><p>I was in the games I posted about; you were not. I can tell you they were not interesting as storytelling events.</p><p></p><p>More generally, I don't play RPGs to tell stories or be told them. I play RPGs to create a shared fiction with my friends.</p><p></p><p>I'm not the least bit interested in playing the GM's story, and I hope I've made that clear. As I said, if the GM wants me to read his/her story s/he can fax it to me!</p><p></p><p>I want to play <em>my</em> PC, engaging situations the GM presents that are interesting and exciting and relevant, and finding out what happens. My Burning Wheel GM has only ever GMed a handful of sessions - it's his first time as GM - but so far is doing a better job than plenty of far more experienced GMs that I've played with.</p></blockquote><p></p>
[QUOTE="pemerton, post: 7505103, member: 42582"] Well, that GM seemed to [I]think[/I] he was reasonably experienced and competent. It wouldn't be the only time I encountered an experienced GM who wasn't terribly good. It's very common in modules that I've read - and on the whole I think it makes them bad modules. As a player, if the only reason I'm doing XYZ in the game is because it's some sort of fetch/McGuffin quest set by the patron, [I]and then[/I] it turns out it was all pointless because the patron was a traitor all along, why did I bother with that stuff? In my view, there is a significant difference here between (i) a player [I]choosing[/I] to have a PC who has fallen out with a patron, or has had the scales fall from his/her eyes, (ii) a player suffering an adverse consequence (like betrayal) as a consequence of failure in action resolution, and (iii) the GM just deciding, by fiat, that the PCs lose. I'm not interested in spending multiple sessions playing a chump or patsy for the amusement of the GM. I was in the games I posted about; you were not. I can tell you they were not interesting as storytelling events. More generally, I don't play RPGs to tell stories or be told them. I play RPGs to create a shared fiction with my friends. I'm not the least bit interested in playing the GM's story, and I hope I've made that clear. As I said, if the GM wants me to read his/her story s/he can fax it to me! I want to play [I]my[/I] PC, engaging situations the GM presents that are interesting and exciting and relevant, and finding out what happens. My Burning Wheel GM has only ever GMed a handful of sessions - it's his first time as GM - but so far is doing a better job than plenty of far more experienced GMs that I've played with. [/QUOTE]
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What DM flaw has caused you to actually leave a game?
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