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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: 7507560" data-attributes="member: 42582"><p>There's just a huge gulf here that my imagination can hardly bridge. Maybe more than one.</p><p></p><p>(1) Clerics and warlocks aren't balanced against the risk that the GM will tell the player what to do. How would that balancing even work?</p><p></p><p>(2) The rules of the game aren't a break on bad faith, in D&D or other RPGs any more than in chess or backgammon. The rules are a framework for mediating the creation, over time and in the course of play, of a shared fiction.</p><p></p><p>(3) As far as "good faith" players are concerned - who plays with non-good-faith players? Do the people you play with cheat at cards too? Steal candy from babies when they get the chance? I don't get it.</p><p></p><p>(4) If players can't be relied upon to play in good faith, why would GMs be any different?</p><p></p><p>The trend I see is that some people don't like railroading GMs and others don't mind it, or even advocate for it.</p><p></p><p>If a player says "I'm not interested in story XYZ involving patron/oath/whatever ABC" and the GM nevertheless tries to make the game about that, what is that other than a railroad?</p><p></p><p>How is the game better if all the players who don't like railroading play wizards, fighters and thieves instead of clerics, paladins and warlocks? What is actually achieved by insisting that the GM is free to tell the latter set of players what they have to do with their PCs?</p></blockquote><p></p>
[QUOTE="pemerton, post: 7507560, member: 42582"] There's just a huge gulf here that my imagination can hardly bridge. Maybe more than one. (1) Clerics and warlocks aren't balanced against the risk that the GM will tell the player what to do. How would that balancing even work? (2) The rules of the game aren't a break on bad faith, in D&D or other RPGs any more than in chess or backgammon. The rules are a framework for mediating the creation, over time and in the course of play, of a shared fiction. (3) As far as "good faith" players are concerned - who plays with non-good-faith players? Do the people you play with cheat at cards too? Steal candy from babies when they get the chance? I don't get it. (4) If players can't be relied upon to play in good faith, why would GMs be any different? The trend I see is that some people don't like railroading GMs and others don't mind it, or even advocate for it. If a player says "I'm not interested in story XYZ involving patron/oath/whatever ABC" and the GM nevertheless tries to make the game about that, what is that other than a railroad? How is the game better if all the players who don't like railroading play wizards, fighters and thieves instead of clerics, paladins and warlocks? What is actually achieved by insisting that the GM is free to tell the latter set of players what they have to do with their PCs? [/QUOTE]
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What DM flaw has caused you to actually leave a game?
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