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What DM flaw has caused you to actually leave a game?
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<blockquote data-quote="5ekyu" data-source="post: 7508074" data-attributes="member: 6919838"><p>Over time, i have found in my play and with my group that we all enjoy more a style of game where "meta-gamey" stuff like gimmick points (hero points, drama points, momentum - leading to changed outcomes or scene editing or direct authorship in play) are sub-systems we find less appealing and even distasteful. We don't use inspiration in 5e for instance or based advancement or xp on "outcomes or milestones of story."</p><p></p><p>Over time, i have found in my play and with my group that we all enjoy a more consistent setting, where the same kind of "drama control" doesn't play a role or become noticeable. That requires that when the tiefling walks into a bar that dislikes tieflings or suspicious of tieflings etc - they tiefling doesn't wave his "get out of chosen complication drama free" card except by the use of things like disguises or change self and so on. bears don't get handwaved inside town, elephants and dinosaurs have different complications than say large dogs - much as they may have very different stats - you don't get your "get of of choice free" card to apply to the SIZE stat and keep the other stuff when you pick your companion.</p><p></p><p>This is not at all any different from the myriad of other choices the players (out of game) and the character (in game) make that have consequences and trade-offs. Want a great weapon damage and access to the feats/styles for it - then you dont get to use a shield when doing so (unless you can background the two-handed property too.) Want the area killing power of a fireball, great but when there is stuff or people in an amongst the enemies you might want to think about it - especially if the enemies see the fireball and then choose to stay close and divided among things you do not want to blast. (of course, you might choose invoker and get some limited control over this but then you dont get the diviner's portent or the conjurers etc etc etc.)</p><p></p><p>Net summary is, in our group over time we have found that having choices made by the players matter - both good and bad when appropriate - creates a sense of reality of the setting as well as a sense that our choices matter on multiple levels. We have found we enjoy that more as a group and as individuals when those are the nature of the play and not where we have escape consequence/drama clauses.</p><p></p><p>I can definitely see that other groups might prefer different and can say so without questioning their decency as human beings or whether or not they are -- insert perjorative -.</p><p></p><p>But clearly, others can not.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7508074, member: 6919838"] Over time, i have found in my play and with my group that we all enjoy more a style of game where "meta-gamey" stuff like gimmick points (hero points, drama points, momentum - leading to changed outcomes or scene editing or direct authorship in play) are sub-systems we find less appealing and even distasteful. We don't use inspiration in 5e for instance or based advancement or xp on "outcomes or milestones of story." Over time, i have found in my play and with my group that we all enjoy a more consistent setting, where the same kind of "drama control" doesn't play a role or become noticeable. That requires that when the tiefling walks into a bar that dislikes tieflings or suspicious of tieflings etc - they tiefling doesn't wave his "get out of chosen complication drama free" card except by the use of things like disguises or change self and so on. bears don't get handwaved inside town, elephants and dinosaurs have different complications than say large dogs - much as they may have very different stats - you don't get your "get of of choice free" card to apply to the SIZE stat and keep the other stuff when you pick your companion. This is not at all any different from the myriad of other choices the players (out of game) and the character (in game) make that have consequences and trade-offs. Want a great weapon damage and access to the feats/styles for it - then you dont get to use a shield when doing so (unless you can background the two-handed property too.) Want the area killing power of a fireball, great but when there is stuff or people in an amongst the enemies you might want to think about it - especially if the enemies see the fireball and then choose to stay close and divided among things you do not want to blast. (of course, you might choose invoker and get some limited control over this but then you dont get the diviner's portent or the conjurers etc etc etc.) Net summary is, in our group over time we have found that having choices made by the players matter - both good and bad when appropriate - creates a sense of reality of the setting as well as a sense that our choices matter on multiple levels. We have found we enjoy that more as a group and as individuals when those are the nature of the play and not where we have escape consequence/drama clauses. I can definitely see that other groups might prefer different and can say so without questioning their decency as human beings or whether or not they are -- insert perjorative -. But clearly, others can not. [/QUOTE]
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