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General Tabletop Discussion
*Dungeons & Dragons
What DM flaw has caused you to actually leave a game?
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<blockquote data-quote="Arilyn" data-source="post: 7508346" data-attributes="member: 6816042"><p>This argument is too fluid, in my opinion, to have a resolution. For most of us, doesn't it depend on circumstance? I have had players who carefully chose a deity, or patron and it was important to them, so yes, obligations came up (as well as perks). Other times, players just choose a logical deity, scribble it down, and never think about it again. Obviously the players aren't that interested in the deity impacting the campaign, so it's left in the background. This does not make one game better or worse than another. Someone wants to play a cleric mostly as a source of healing, or alternate magic font? So be it. There's plenty of other story hooks to be had. I mean that paladin could have all kinds of angst that has nothing to do with her oath. Or no angst at all, if the player just wants to kill monsters and save the village. </p><p></p><p>The most important skill a GM can have is knowing the players, and what kind of challenges they prefer, which can shift on a weekly basis. One time my whole group spent the entire session shopping at the market and attending a party, where not much of import happened. "Do you guys not want to get to the actual adventure?" I asked. " No, no, we're having fun just puttering about today. " So that's we did. This could be held up as an example of terrible GMing. A session of nothing happening. But in that particular evening, all the players found shopping really engaging. <img class="smilie smilie--emoji" alt="😯" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f62f.png" title="Hushed face :hushed:" data-shortname=":hushed:" loading="lazy" width="64" height="64" /> </p><p></p><p>My round about point is to be alert to the players, ask if need be, and arguments over deity obligations and flammable spell books depend on the interest of the players. I believe that we GMs get our satisfaction from an engaged group of players. Details are usually pretty irrelevant.</p></blockquote><p></p>
[QUOTE="Arilyn, post: 7508346, member: 6816042"] This argument is too fluid, in my opinion, to have a resolution. For most of us, doesn't it depend on circumstance? I have had players who carefully chose a deity, or patron and it was important to them, so yes, obligations came up (as well as perks). Other times, players just choose a logical deity, scribble it down, and never think about it again. Obviously the players aren't that interested in the deity impacting the campaign, so it's left in the background. This does not make one game better or worse than another. Someone wants to play a cleric mostly as a source of healing, or alternate magic font? So be it. There's plenty of other story hooks to be had. I mean that paladin could have all kinds of angst that has nothing to do with her oath. Or no angst at all, if the player just wants to kill monsters and save the village. The most important skill a GM can have is knowing the players, and what kind of challenges they prefer, which can shift on a weekly basis. One time my whole group spent the entire session shopping at the market and attending a party, where not much of import happened. "Do you guys not want to get to the actual adventure?" I asked. " No, no, we're having fun just puttering about today. " So that's we did. This could be held up as an example of terrible GMing. A session of nothing happening. But in that particular evening, all the players found shopping really engaging. 😯 My round about point is to be alert to the players, ask if need be, and arguments over deity obligations and flammable spell books depend on the interest of the players. I believe that we GMs get our satisfaction from an engaged group of players. Details are usually pretty irrelevant. [/QUOTE]
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What DM flaw has caused you to actually leave a game?
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