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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: 7509152" data-attributes="member: 42582"><p>What system are you talking about? In 5e a warlock is less flexible than a wizard. And at least notionally balanced, assuming 6-8 encounters in the "adventuring day" (the fewer encounters, the less powerful the warlock relative to the wizard).</p><p></p><p>There is zero reason to think that the relationship is a "trade off" for power. And even if it was - how is it a "trade off" to have the PC bossed around by the GM?</p><p></p><p>The contrast here with the classic D&D paladin is marked: the paladin has a magic item restriction - that's a power limit. And has a limit on party composition - which is a constraint on ability to play and earn XP under the Gygaxian assumptions of "character stable" play.</p><p></p><p>But a warlock doesn't become <em>weaker</em> or <em>balanced</em> because s/he is carrying out some GM-mandated fetch quest or whatever it is. S/he just ceases to be played as the player was envisaging, in favour of the GM's conception of the fictional relationship.</p><p></p><p>That doesn't compare at all. A couple of lines of narration that are consistent with the player's conception of dear dad - in the D&D case, the GM having dear dad be grateful when my PC returns home - isn't remotely like the scenario I suggested, wich was the GM deciding that dear dad is actually a serial killer.</p><p></p><p>I think it's obvious how that would trample on the player's conception of his character and character's family.</p><p></p><p>The question was, <em>how would the GM deciding facts about a NPC affect the character concept</em>. I provided examples. They show how this can happen. I assume that you agree with this.</p><p></p><p>How does that even become "the party's current mission"? Who is driving this railroad?</p></blockquote><p></p>
[QUOTE="pemerton, post: 7509152, member: 42582"] What system are you talking about? In 5e a warlock is less flexible than a wizard. And at least notionally balanced, assuming 6-8 encounters in the "adventuring day" (the fewer encounters, the less powerful the warlock relative to the wizard). There is zero reason to think that the relationship is a "trade off" for power. And even if it was - how is it a "trade off" to have the PC bossed around by the GM? The contrast here with the classic D&D paladin is marked: the paladin has a magic item restriction - that's a power limit. And has a limit on party composition - which is a constraint on ability to play and earn XP under the Gygaxian assumptions of "character stable" play. But a warlock doesn't become [I]weaker[/I] or [I]balanced[/I] because s/he is carrying out some GM-mandated fetch quest or whatever it is. S/he just ceases to be played as the player was envisaging, in favour of the GM's conception of the fictional relationship. That doesn't compare at all. A couple of lines of narration that are consistent with the player's conception of dear dad - in the D&D case, the GM having dear dad be grateful when my PC returns home - isn't remotely like the scenario I suggested, wich was the GM deciding that dear dad is actually a serial killer. I think it's obvious how that would trample on the player's conception of his character and character's family. The question was, [I]how would the GM deciding facts about a NPC affect the character concept[/I]. I provided examples. They show how this can happen. I assume that you agree with this. How does that even become "the party's current mission"? Who is driving this railroad? [/QUOTE]
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