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What DM flaw has caused you to actually leave a game?
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<blockquote data-quote="billd91" data-source="post: 7508144" data-attributes="member: 3400"><p>Indeed, but notice.... they <strong>dealt</strong> with it in the foreground because it was a complication. They addressed it and maybe made it a standard operating procedure - but in fact, it's one that may be undone depending on circumstances. Suppose they end up in an anti-magic field (or willingly enter one), that hidden snake is an issue again. And by addressing the situation in a particular way, that snake may be something the PC can activate and bring back into the situation, if they leave it hidden in a barn somewhere, they wouldn't be able to do so. </p><p></p><p></p><p></p><p></p><p>Except that's not what you're doing with things like the animal companion or the guy's motorcycle in the other game. In both cases, the player really wants to have them when <strong>they</strong>, they just don't want to have to deal with them. You get a lot of people talking about "meaningful choices" around here but only seem to want those to matter if the consequences are good - not if they're a PITA. I'm not going to run my games that way. If you choose to play with something that has complications, that choice <strong>will</strong> have meaning. Some of those you'll set on your own, some you won't.</p></blockquote><p></p>
[QUOTE="billd91, post: 7508144, member: 3400"] Indeed, but notice.... they [b]dealt[/b] with it in the foreground because it was a complication. They addressed it and maybe made it a standard operating procedure - but in fact, it's one that may be undone depending on circumstances. Suppose they end up in an anti-magic field (or willingly enter one), that hidden snake is an issue again. And by addressing the situation in a particular way, that snake may be something the PC can activate and bring back into the situation, if they leave it hidden in a barn somewhere, they wouldn't be able to do so. Except that's not what you're doing with things like the animal companion or the guy's motorcycle in the other game. In both cases, the player really wants to have them when [b]they[/b], they just don't want to have to deal with them. You get a lot of people talking about "meaningful choices" around here but only seem to want those to matter if the consequences are good - not if they're a PITA. I'm not going to run my games that way. If you choose to play with something that has complications, that choice [b]will[/b] have meaning. Some of those you'll set on your own, some you won't. [/QUOTE]
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What DM flaw has caused you to actually leave a game?
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