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What type of game do you hate?
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<blockquote data-quote="Elder-Basilisk" data-source="post: 300212" data-attributes="member: 3146"><p>I hate games where anyone is playing with the purpose of finding out how close he can come to playing an evil character without getting kicked out. I hate games where players are sitting down and trying to create the wierdest and most unpleasant concept (usually in some kind of abstract comment on "several elements of modern society).</p><p></p><p>I hate games where the characters are a bunch of depraved mercenaries (or psychopaths) hopping from one whorehouse to another (and insisting on "roleplaying" their interactions in the brothel/bar).</p><p></p><p>And I hate games where the party shares no goal or cohesion--where the only reason I can think of that my character doesn't either kill his party members (usually when someone decides that their goal is to raise an army of undead and stomp out all life on the planet, murder everyone of my character's race and eat them, or steal everything that isn't nailed down--including the swords at other characters' belts) or get up and walk away from them never looking back is that I dislike the out of game conflict that inevitably results from it.</p><p></p><p>I also dislike adventures that are supposed to be solved with some kind of logic that defies real logic (ie. the builders of this crypt put traps in to keep everyone out but then they left a bunch of cryptic riddles and number theory problems and let in anybody who can solve them. Is that really what they wanted to do--if they only wanted a certain kind of person (usually a hero) to be able to enter, why on earth didn't they set up tests of heroism? If they wanted a member of their organization or alignment, why didn't they test that?)</p></blockquote><p></p>
[QUOTE="Elder-Basilisk, post: 300212, member: 3146"] I hate games where anyone is playing with the purpose of finding out how close he can come to playing an evil character without getting kicked out. I hate games where players are sitting down and trying to create the wierdest and most unpleasant concept (usually in some kind of abstract comment on "several elements of modern society). I hate games where the characters are a bunch of depraved mercenaries (or psychopaths) hopping from one whorehouse to another (and insisting on "roleplaying" their interactions in the brothel/bar). And I hate games where the party shares no goal or cohesion--where the only reason I can think of that my character doesn't either kill his party members (usually when someone decides that their goal is to raise an army of undead and stomp out all life on the planet, murder everyone of my character's race and eat them, or steal everything that isn't nailed down--including the swords at other characters' belts) or get up and walk away from them never looking back is that I dislike the out of game conflict that inevitably results from it. I also dislike adventures that are supposed to be solved with some kind of logic that defies real logic (ie. the builders of this crypt put traps in to keep everyone out but then they left a bunch of cryptic riddles and number theory problems and let in anybody who can solve them. Is that really what they wanted to do--if they only wanted a certain kind of person (usually a hero) to be able to enter, why on earth didn't they set up tests of heroism? If they wanted a member of their organization or alignment, why didn't they test that?) [/QUOTE]
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