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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: 7507612" data-attributes="member: 5142"><p>There may be a miscommunication of terms here. [MENTION=22779]Hussar[/MENTION] much earlier discussed a mechanic in another system called the 'Background. We are not necessarily talking "small b" background, in a general sense, or the 5e sense of the Background.' In this other system - from what I understand - the players designate a few things about their characters are essentially placed in the "background" of narrative play, in the sense that the GM will not touch upon them and they are not necessarily things that the player wants as focal points of play. For example, if the PC "backgrounds" their family, then the GM would not introduce orcs into the campaign who would murder them, which would bring them to the foreground of play. Or another player may "background" the racism or exoticism of their dragonborn PC, because they do not want to repeatedly play through "we don't serve your kind here" scenarios every time they enter a town or bar. So by the players using this "background" mechanic, then they would be effectively signalling what they do not want to see as a forefront issue in play from the DM. </p><p></p><p>In some respects, this Background mechanic almost seems like the reverse of a Trouble from Fate. A Trouble signals issues that the player wants for their character to face in the game. The GM should include them for players. The Background mechanic, however, signal issues that the player does not want their characters to deal with. </p><p></p><p>So why couldn't the player and GM agree that the warlock's patron is one such NPC? </p><p></p><p>Pemerton but he does pose an interesting question here. In some D&D settings, such as Eberron, the primary deities are remotely distant and of questionable existence. So why couldn't a PC believe that they have received a vision from their deity during the campaign without any input from the DM?</p></blockquote><p></p>
[QUOTE="Aldarc, post: 7507612, member: 5142"] There may be a miscommunication of terms here. [MENTION=22779]Hussar[/MENTION] much earlier discussed a mechanic in another system called the 'Background. We are not necessarily talking "small b" background, in a general sense, or the 5e sense of the Background.' In this other system - from what I understand - the players designate a few things about their characters are essentially placed in the "background" of narrative play, in the sense that the GM will not touch upon them and they are not necessarily things that the player wants as focal points of play. For example, if the PC "backgrounds" their family, then the GM would not introduce orcs into the campaign who would murder them, which would bring them to the foreground of play. Or another player may "background" the racism or exoticism of their dragonborn PC, because they do not want to repeatedly play through "we don't serve your kind here" scenarios every time they enter a town or bar. So by the players using this "background" mechanic, then they would be effectively signalling what they do not want to see as a forefront issue in play from the DM. In some respects, this Background mechanic almost seems like the reverse of a Trouble from Fate. A Trouble signals issues that the player wants for their character to face in the game. The GM should include them for players. The Background mechanic, however, signal issues that the player does not want their characters to deal with. So why couldn't the player and GM agree that the warlock's patron is one such NPC? Pemerton but he does pose an interesting question here. In some D&D settings, such as Eberron, the primary deities are remotely distant and of questionable existence. So why couldn't a PC believe that they have received a vision from their deity during the campaign without any input from the DM? [/QUOTE]
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What DM flaw has caused you to actually leave a game?
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