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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: 7507570" data-attributes="member: 42582"><p>What system are you talking about?</p><p></p><p>In 4e the animal companions clearly <em>are</em> intended to be balanced. Likewise in 3.5, as best I can tell - tougher animal companions can't be got until higher levels.</p><p></p><p>Even AD&D and 3E (original version) put a level cap on Animal Companion, based on HD, which in AD&D at least is a pretty good proxy for toughness even if not a perfect one.</p><p></p><p>If I'm playing a ranger in a predominantly urban campaign it seems like I'm already sucking a bit. A GM who insists that all the townsfolk try and kill my bear, or won't talk to me because they're scared of my bear, or whatever, is just making me suck more! What happened to all the people who are intrigued by this guy with a tame bear? The real world is full of those sorts of people, so why not the gameworld?</p><p></p><p>Right.</p><p></p><p>I don't use this "Background" system - I've never encountered it as a formal device until [MENTION=22779]Hussar[/MENTION] mentioned it in this thread. As I've been discussing with [MENTION=463]S'mon[/MENTION], there is some stuff that is implicitly not to be understood as up for grabs as subject matter of play; but at my table this is all established through informal cues, not via a formal device.</p><p></p><p>But the idea that if the GM can't put pressure on the player of the warlock by having the patron boss the PC around then <em>the player is getting a free ride</em> is absolutely bizarre to me! Do those who think this not have any other ways they can imagine putting pressure on a warlock PC? What do they do when their players decide to play sorcerers instead?</p><p></p><p>And this is an instance of exactly what I mean. Is it <em>really</em> not possible for someone to play a warlock in your game without you treating that as an invitation to take radical control of that PC's story focus/direction? And as an invitation for the PC to be hosed in some fashion by a GM-controlled patron?</p><p></p><p>I mean, suppose the PCs meet at a tavern and get given quest X. Why can't the player decide <em>My patron has sent me a vision that I should pursue X</em>? Now the PC is serving the patron's will, but the player is not being told by the GM what his/he PC has to do.</p><p></p><p>I expect my players to signal, either explicitly (in some systems or if I call for it) or implicitly, what they think is at stake for their PCs. Having done that, why would I waste everyone's time on something else?</p><p></p><p>Eg a player establishes as the "kicker" for his Veiled Alliance PC in Dark Sun <em>As I was about to meet my contact at the arena, he suddenly collapsed in front of me, dead!</em> Well, then, I'm going to have something happen in response to that - why would I instead suddenly have a messenger turn up letting the PC know about a robbery at home?</p><p></p><p>The "Background" technique sounds like a weaker version of this - rather than signalling what the player wants, and thereby establishing a tight focus, it signals what the player doesn't want, thereby ensuring that at least the focus won't be on that. I'm absolutely astounded that it's such a big deal for so many posters. In terms of the thread topic, I could not play in a game where the GM regards the role of the players in contributing game focus as <em>so</em> unimportant.</p></blockquote><p></p>
[QUOTE="pemerton, post: 7507570, member: 42582"] What system are you talking about? In 4e the animal companions clearly [I]are[/I] intended to be balanced. Likewise in 3.5, as best I can tell - tougher animal companions can't be got until higher levels. Even AD&D and 3E (original version) put a level cap on Animal Companion, based on HD, which in AD&D at least is a pretty good proxy for toughness even if not a perfect one. If I'm playing a ranger in a predominantly urban campaign it seems like I'm already sucking a bit. A GM who insists that all the townsfolk try and kill my bear, or won't talk to me because they're scared of my bear, or whatever, is just making me suck more! What happened to all the people who are intrigued by this guy with a tame bear? The real world is full of those sorts of people, so why not the gameworld? Right. I don't use this "Background" system - I've never encountered it as a formal device until [MENTION=22779]Hussar[/MENTION] mentioned it in this thread. As I've been discussing with [MENTION=463]S'mon[/MENTION], there is some stuff that is implicitly not to be understood as up for grabs as subject matter of play; but at my table this is all established through informal cues, not via a formal device. But the idea that if the GM can't put pressure on the player of the warlock by having the patron boss the PC around then [I]the player is getting a free ride[/I] is absolutely bizarre to me! Do those who think this not have any other ways they can imagine putting pressure on a warlock PC? What do they do when their players decide to play sorcerers instead? And this is an instance of exactly what I mean. Is it [I]really[/I] not possible for someone to play a warlock in your game without you treating that as an invitation to take radical control of that PC's story focus/direction? And as an invitation for the PC to be hosed in some fashion by a GM-controlled patron? I mean, suppose the PCs meet at a tavern and get given quest X. Why can't the player decide [I]My patron has sent me a vision that I should pursue X[/I]? Now the PC is serving the patron's will, but the player is not being told by the GM what his/he PC has to do. I expect my players to signal, either explicitly (in some systems or if I call for it) or implicitly, what they think is at stake for their PCs. Having done that, why would I waste everyone's time on something else? Eg a player establishes as the "kicker" for his Veiled Alliance PC in Dark Sun [I]As I was about to meet my contact at the arena, he suddenly collapsed in front of me, dead![/I] Well, then, I'm going to have something happen in response to that - why would I instead suddenly have a messenger turn up letting the PC know about a robbery at home? The "Background" technique sounds like a weaker version of this - rather than signalling what the player wants, and thereby establishing a tight focus, it signals what the player doesn't want, thereby ensuring that at least the focus won't be on that. I'm absolutely astounded that it's such a big deal for so many posters. In terms of the thread topic, I could not play in a game where the GM regards the role of the players in contributing game focus as [I]so[/I] unimportant. [/QUOTE]
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