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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: 7508077" data-attributes="member: 42582"><p>I've got no objection to what you go on to say about Backgrounding.</p><p></p><p>The discussion of warlock patrons was initially triggered by me talking about PCs being betrayed by a (non-Warlock, conventional) patron. And I'd instanced that as an example of a GM move that caused me to leave a game (or, to be more precise, to let a game die).</p><p></p><p>But this discussion of warlock patrons and backgrounding has only reinforced my preference. I have zero interest in RPGing with a GM who sees the point of the game to drive his/her personal plot preferences in disregard of the protagonism of the players.</p><p></p><p>And the idea that the player of a cleric, warlock etc is getting some "unfair advantage" if the GM doesn't muck them about with demands from god or patron is ridiculous. Why is RPGing better or more fun because the player of the cleric has goals set for her by the GM rather than herself? Which is what [MENTION=29398]Lanefan[/MENTION] and (I think) [MENTION=6919838]5ekyu[/MENTION] and others are talking about.</p><p></p><p>EDIT: Here's another example:</p><p></p><p>How is RPGing better because the GM threatens to stop you playing a paladin, warlock or whatever - "consequences of the way you play your character" - unless you pursue XYZ side quest or barmaid rescue or whatever it is the GM decides would be fun.</p><p></p><p>To me that just seems like the pits.</p><p></p><p>Can the GM not think of some way to challenge my PC which speaks to what <em>I</em> envision as my PC's goals, raison d'etre, etc?</p><p></p><p>And I make the same point to this: if the GM can't think of anything more interesting than framing a choice as "Do this thing I want your PC to do or else forfeit your PC abilities", how badly must that game suck?</p><p></p><p>I don't see what the challenge is here - the GM frames a situation, and then the GM tells you how your PC should respond to it. Who is actually playing the game? What is the player's role here?</p><p></p><p>And is this the answer - that it's all for the entertainment of the GM? Why can't the GM just tell him-/herself a story about a warlock who got bossed around by a patron, a paladin who did XYZ with some orc babies, etc. This sort of response actually makes me <em>more</em> sympathetic to [MENTION=22779]Hussar[/MENTION]'s suggestion that we are talking about RPGing driven by the GM's ego.</p></blockquote><p></p>
[QUOTE="pemerton, post: 7508077, member: 42582"] I've got no objection to what you go on to say about Backgrounding. The discussion of warlock patrons was initially triggered by me talking about PCs being betrayed by a (non-Warlock, conventional) patron. And I'd instanced that as an example of a GM move that caused me to leave a game (or, to be more precise, to let a game die). But this discussion of warlock patrons and backgrounding has only reinforced my preference. I have zero interest in RPGing with a GM who sees the point of the game to drive his/her personal plot preferences in disregard of the protagonism of the players. And the idea that the player of a cleric, warlock etc is getting some "unfair advantage" if the GM doesn't muck them about with demands from god or patron is ridiculous. Why is RPGing better or more fun because the player of the cleric has goals set for her by the GM rather than herself? Which is what [MENTION=29398]Lanefan[/MENTION] and (I think) [MENTION=6919838]5ekyu[/MENTION] and others are talking about. EDIT: Here's another example: How is RPGing better because the GM threatens to stop you playing a paladin, warlock or whatever - "consequences of the way you play your character" - unless you pursue XYZ side quest or barmaid rescue or whatever it is the GM decides would be fun. To me that just seems like the pits. Can the GM not think of some way to challenge my PC which speaks to what [I]I[/I] envision as my PC's goals, raison d'etre, etc? And I make the same point to this: if the GM can't think of anything more interesting than framing a choice as "Do this thing I want your PC to do or else forfeit your PC abilities", how badly must that game suck? I don't see what the challenge is here - the GM frames a situation, and then the GM tells you how your PC should respond to it. Who is actually playing the game? What is the player's role here? And is this the answer - that it's all for the entertainment of the GM? Why can't the GM just tell him-/herself a story about a warlock who got bossed around by a patron, a paladin who did XYZ with some orc babies, etc. This sort of response actually makes me [I]more[/I] sympathetic to [MENTION=22779]Hussar[/MENTION]'s suggestion that we are talking about RPGing driven by the GM's ego. [/QUOTE]
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What DM flaw has caused you to actually leave a game?
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