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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: 7508428" data-attributes="member: 42582"><p>(1) [MENTION=22779]Hussar[/MENTION] is describing a system for establishing such agreements and is being told that players who would do such a thing are bad players seeking to avoid "consequences".</p><p></p><p>(2) As I have repeatedly posted, there is no logical connection between <em>PC cleric has obligations to a god</em> and <em>GM is entitled to impose demands/directions on player's play of his her PC</em>. This is because the player is perfectly capable of establishing his/her PC's obligations.</p><p></p><p>I read the cleric class description in the 5e Basic PDF (pp 20-21):</p><p></p><p style="margin-left: 20px">Clerics are intermediaries between the mortal world and the distant planes of the gods. As varied as the gods they serve, clerics strive to embody the handiwork of their deities. No ordinary priest, a cleric is imbued with divine magic. . . .</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">The gods don’t grant this power to everyone who seeks it, but only to those chosen to fulfill a high calling.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Harnessing divine magic doesn’t rely on study or training. A cleric might learn formulaic prayers and ancient rites, but the ability to cast cleric spells relies on devotion and an intuitive sense of a deity’s wishes. . . .</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">When a cleric takes up an adventuring life, it is usually because his or her god demands it. . . .</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">A temple might ask for a cleric’s aid, or a high priest might be in a position to demand it. . . .</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">[T]he most important question to consider is which deity to serve and what principles you want your character to embody. The Player’s Handbook includes lists of many of the gods of the multiverse. Check with your DM to learn which deities are in your campaign.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Once you’ve chosen a deity, consider your cleric’s relationship to that god. Did you enter this service willingly? Or did the god choose you, impelling you into service with no regard for your wishes? How do the temple priests of your faith regard you: as a champion or a troublemaker? What are your ultimate goals? Does your deity have a special task in mind for you? Or are you striving to prove yourself worthy of a great quest?</p><p></p><p>Nothing there states, suggests or implies that playing a cleric makes me especially hostage to the GM. In fact, thje final paragraph implies that <em>I, the player</em> decide how I relate to my god and what it is that s/he demands of me! Which is what I have been advocating in this thread.</p><p></p><p>I've just posted the relevant rules from the Basic PDF. They don't say that the GM has this power you are saying s/he has.</p></blockquote><p></p>
[QUOTE="pemerton, post: 7508428, member: 42582"] (1) [MENTION=22779]Hussar[/MENTION] is describing a system for establishing such agreements and is being told that players who would do such a thing are bad players seeking to avoid "consequences". (2) As I have repeatedly posted, there is no logical connection between [I]PC cleric has obligations to a god[/I] and [I]GM is entitled to impose demands/directions on player's play of his her PC[/I]. This is because the player is perfectly capable of establishing his/her PC's obligations. I read the cleric class description in the 5e Basic PDF (pp 20-21): [indent]Clerics are intermediaries between the mortal world and the distant planes of the gods. As varied as the gods they serve, clerics strive to embody the handiwork of their deities. No ordinary priest, a cleric is imbued with divine magic. . . . The gods don’t grant this power to everyone who seeks it, but only to those chosen to fulfill a high calling. Harnessing divine magic doesn’t rely on study or training. A cleric might learn formulaic prayers and ancient rites, but the ability to cast cleric spells relies on devotion and an intuitive sense of a deity’s wishes. . . . When a cleric takes up an adventuring life, it is usually because his or her god demands it. . . . A temple might ask for a cleric’s aid, or a high priest might be in a position to demand it. . . . [T]he most important question to consider is which deity to serve and what principles you want your character to embody. The Player’s Handbook includes lists of many of the gods of the multiverse. Check with your DM to learn which deities are in your campaign. Once you’ve chosen a deity, consider your cleric’s relationship to that god. Did you enter this service willingly? Or did the god choose you, impelling you into service with no regard for your wishes? How do the temple priests of your faith regard you: as a champion or a troublemaker? What are your ultimate goals? Does your deity have a special task in mind for you? Or are you striving to prove yourself worthy of a great quest?[/indent] Nothing there states, suggests or implies that playing a cleric makes me especially hostage to the GM. In fact, thje final paragraph implies that [I]I, the player[/i] decide how I relate to my god and what it is that s/he demands of me! Which is what I have been advocating in this thread. I've just posted the relevant rules from the Basic PDF. They don't say that the GM has this power you are saying s/he has. [/QUOTE]
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