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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: 7510804" data-attributes="member: 42582"><p>Somwhat connected to this: In my Prince Valiant game one PC is the son of another: it wasn't planned that way, but after PC creation was done the two were nearly identical, and one was in his 40s and the other in his 20s, so it just made sense! Those two players obviously get to decide what their family, and their family relationship, is about. I as GM, and other players, of course are allowed to poke and prod - that's how our RPGing works - but don't have the final word.</p><p></p><p>In a previous RM campaign two PCs were cousins (with a possible rumour that they might be half-brothers) and a third PC ended up being adopted into the family. That family had connections to a wealthier NPC family. As GM I didn't have sole or even final authority on every aspect of this - for obvious reasons.</p><p></p><p>A non-PC example: in the first session of my Classic Traveller game, after the players had generated their PCs via the mildly gruelling Traveller mechanics I randomly rolled up a starting world (what's good for the goose is good for the gander!). It was a very small world with pretty low pop and very high tech, and the rolls also showed there was a gas giant in the system - one of the players said "It's obviously a gas giant moon" and so we went with that. A player can make sci-fi sense of a bunch of numers just as well as I can!</p><p></p><p>Ouch! And touche!</p></blockquote><p></p>
[QUOTE="pemerton, post: 7510804, member: 42582"] Somwhat connected to this: In my Prince Valiant game one PC is the son of another: it wasn't planned that way, but after PC creation was done the two were nearly identical, and one was in his 40s and the other in his 20s, so it just made sense! Those two players obviously get to decide what their family, and their family relationship, is about. I as GM, and other players, of course are allowed to poke and prod - that's how our RPGing works - but don't have the final word. In a previous RM campaign two PCs were cousins (with a possible rumour that they might be half-brothers) and a third PC ended up being adopted into the family. That family had connections to a wealthier NPC family. As GM I didn't have sole or even final authority on every aspect of this - for obvious reasons. A non-PC example: in the first session of my Classic Traveller game, after the players had generated their PCs via the mildly gruelling Traveller mechanics I randomly rolled up a starting world (what's good for the goose is good for the gander!). It was a very small world with pretty low pop and very high tech, and the rolls also showed there was a gas giant in the system - one of the players said "It's obviously a gas giant moon" and so we went with that. A player can make sci-fi sense of a bunch of numers just as well as I can! Ouch! And touche! [/QUOTE]
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What DM flaw has caused you to actually leave a game?
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