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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: 7508085" data-attributes="member: 6919838"><p>Again the false dichotomy - juxtaposing player choices having consequences with Gms forcing something on someone against their will.</p><p></p><p>I do not force sworn and beholden patrons on players - i dont force faith and loyatly to gods on players - heck i rarely involved any sort of major direct god-related angles on players at all of any class... i am not all that much into the "pcs go up against gods" and "pcs save gods" type of storytelling. i cannot remember a case of divine intervention in one of my games - but the 80s are fairly blurry.</p><p></p><p>if a player doesn't want "god" or "church" or "oaths" or "patrons" or sworns or dogma or codes of conduct to be a facet of their characters - do not choose to have them be there by choosing cleric, warlock, Guild artisan, etc etc etc and reach an agreement with me that says they are.</p><p></p><p>As i said above, to me and my players, we have found the game more enjoyable when choices have consequences and the world is consistent enough that we can see them when appropriate.</p><p></p><p>As for why is the game better when the PCs interact with NPCs and cut deals that provide opportunities to pursue goals and objectives that maybe were not the ones the characters originally had - well - that sounds like a whole lot of pretty typical RPG play.</p><p></p><p>is really the case of "well the town has a problem and instead of moving on to the next town we can solve it for some coin and other "rewards"" such a problem to RPG play? i ask because that is essentially what the patron - warlock deal is... if the Gm and player agree to it. "You keep doing me favors and together we..." The player had something like 10 other class options than warlock and cleric - make it 9 if you want to include pally in the list of "complicated NPC relations" and i would wager that a great many RPGs run and get a lot of fun without having 9 story hooks without negotiations/complications and goals of other NPCS involved for every three story hooks that do have negotiations/complications and so on.</p><p></p><p>But at a very fundamental level - is it necessary to prove that a one way of play is better than another to avoid say tossing questions of basic human decency or insults towards those who do play it?</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7508085, member: 6919838"] Again the false dichotomy - juxtaposing player choices having consequences with Gms forcing something on someone against their will. I do not force sworn and beholden patrons on players - i dont force faith and loyatly to gods on players - heck i rarely involved any sort of major direct god-related angles on players at all of any class... i am not all that much into the "pcs go up against gods" and "pcs save gods" type of storytelling. i cannot remember a case of divine intervention in one of my games - but the 80s are fairly blurry. if a player doesn't want "god" or "church" or "oaths" or "patrons" or sworns or dogma or codes of conduct to be a facet of their characters - do not choose to have them be there by choosing cleric, warlock, Guild artisan, etc etc etc and reach an agreement with me that says they are. As i said above, to me and my players, we have found the game more enjoyable when choices have consequences and the world is consistent enough that we can see them when appropriate. As for why is the game better when the PCs interact with NPCs and cut deals that provide opportunities to pursue goals and objectives that maybe were not the ones the characters originally had - well - that sounds like a whole lot of pretty typical RPG play. is really the case of "well the town has a problem and instead of moving on to the next town we can solve it for some coin and other "rewards"" such a problem to RPG play? i ask because that is essentially what the patron - warlock deal is... if the Gm and player agree to it. "You keep doing me favors and together we..." The player had something like 10 other class options than warlock and cleric - make it 9 if you want to include pally in the list of "complicated NPC relations" and i would wager that a great many RPGs run and get a lot of fun without having 9 story hooks without negotiations/complications and goals of other NPCS involved for every three story hooks that do have negotiations/complications and so on. But at a very fundamental level - is it necessary to prove that a one way of play is better than another to avoid say tossing questions of basic human decency or insults towards those who do play it? [/QUOTE]
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What DM flaw has caused you to actually leave a game?
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