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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: 7508926" data-attributes="member: 42582"><p>Here's a simple answer - if a player comes into a game saying "I don't want to play a game about X" and the GM then proceeds to make the game about X, that is bad GMing.</p><p></p><p>I'll leave that between you and that player. I'll also note it has nothing to do with the current discussion about motorcycles and warlock patrons. In the warlock patron discussion, <em>no one is saying</em> that they don't want the player in their game - [MENTION=6919838]5ekyu[/MENTION] and others have repeatedly said the player is welcome to play a fighter, wizard, sorcerer etc. In the motorcycle example, which is from a V:tM game, no one has suggested that <em>whether or not a PC can get from A to B</em> is the main focus of play. (Presumably if no one described his/her PC's motorcycle the issue wouldn't even come up - certainly in the few V:tM sessions I've played the mode of transport didn't seem to matter.)</p><p></p><p>No it's not. <em>Wanting to have a motorcycle that doesn't get stolen</em> isn't a game style thing at all. <em>Wanting to have a warlock whose patron doesn't hose him/her</em> isn't a game style thing at all.</p><p></p><p>If the player never mentioned the motorcycle, the game woud progress identically but with no cycle theft. Mutatis mutandis if the player played a fighter rather than a warlock.</p><p></p><p>As far as the ranger's animal companion is concerned, <em>you are the only poster to mention taking a huge dinosaur into a densely packed urban environment</em> - which is an actual contradiction in the fiction. [MENTION=22779]Hussar[/MENTION] suggested that the ranger's <em>bear</em> not cause any headaches or issues when left hanging around the fringes of the village, or something along those lines.</p><p></p><p>The bottom line: I think GMs who want to micromanage their players' colour and backstory for PCs are bad GMs full stop. And those who want to micromanage the actual fiction that unfolds in the game - so that a good chunk, or even most, of the players' play experience becomes finding out what the GM has decided the fiction shall become - are GMs whose games I will avoid or walk from. (As per my three examples in my first post in this thread.)</p></blockquote><p></p>
[QUOTE="pemerton, post: 7508926, member: 42582"] Here's a simple answer - if a player comes into a game saying "I don't want to play a game about X" and the GM then proceeds to make the game about X, that is bad GMing. I'll leave that between you and that player. I'll also note it has nothing to do with the current discussion about motorcycles and warlock patrons. In the warlock patron discussion, [I]no one is saying[/I] that they don't want the player in their game - [MENTION=6919838]5ekyu[/MENTION] and others have repeatedly said the player is welcome to play a fighter, wizard, sorcerer etc. In the motorcycle example, which is from a V:tM game, no one has suggested that [I]whether or not a PC can get from A to B[/I] is the main focus of play. (Presumably if no one described his/her PC's motorcycle the issue wouldn't even come up - certainly in the few V:tM sessions I've played the mode of transport didn't seem to matter.) No it's not. [I]Wanting to have a motorcycle that doesn't get stolen[/I] isn't a game style thing at all. [I]Wanting to have a warlock whose patron doesn't hose him/her[/I] isn't a game style thing at all. If the player never mentioned the motorcycle, the game woud progress identically but with no cycle theft. Mutatis mutandis if the player played a fighter rather than a warlock. As far as the ranger's animal companion is concerned, [I]you are the only poster to mention taking a huge dinosaur into a densely packed urban environment[/I] - which is an actual contradiction in the fiction. [MENTION=22779]Hussar[/MENTION] suggested that the ranger's [I]bear[/I] not cause any headaches or issues when left hanging around the fringes of the village, or something along those lines. The bottom line: I think GMs who want to micromanage their players' colour and backstory for PCs are bad GMs full stop. And those who want to micromanage the actual fiction that unfolds in the game - so that a good chunk, or even most, of the players' play experience becomes finding out what the GM has decided the fiction shall become - are GMs whose games I will avoid or walk from. (As per my three examples in my first post in this thread.) [/QUOTE]
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