Why Have You Left A Game or Campaign?

Why have you left an ongoing campaign?

  • Lack of time - work-related

    Votes: 59 32.6%
  • Lack of time - spouse/s.o.-related

    Votes: 25 13.8%
  • Lack of time - recreation-related (sports etc.)

    Votes: 16 8.8%
  • Lack of time - playing too many other RPG's

    Votes: 25 13.8%
  • Lack of time - designing own campaign

    Votes: 7 3.9%
  • Incompatibility with DM

    Votes: 108 59.7%
  • Incompatibility with other player(s)

    Votes: 93 51.4%
  • Incompatibility: game system (e.g. wrong edition)

    Votes: 25 13.8%
  • Incompatibility: game setting(e.g. space vs. medieval)

    Votes: 19 10.5%
  • Incompatibility: game style (e.g. too many/few rules)

    Votes: 44 24.3%
  • Character voluntarily left party (see post #1)

    Votes: 13 7.2%
  • Character thrown out of party (see post #1)

    Votes: 6 3.3%
  • You were thrown out by DM

    Votes: 10 5.5%
  • You were thrown out by site host other than DM

    Votes: 3 1.7%
  • Moved to a different city

    Votes: 56 30.9%
  • Transportation issues (e.g. lost use of car)

    Votes: 17 9.4%
  • Campaign storyline too complex

    Votes: 8 4.4%
  • Campaign storyline too simple, or nonexistent

    Votes: 36 19.9%
  • Game world not well designed

    Votes: 32 17.7%
  • Lack of internal setting/rules consistency

    Votes: 39 21.5%

I left one game not because of incompatibility but because I didn't like the dog. I couldn't handle a BIG dog climbing all over me every week. He was nice and gentle, but drooly and smelly and an attention monger.

I quit another game because I didn't enjoy the plotline - the DM turned out to want to write the plot and have us "experience" it! Ie railroad city...
 

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The main reasons I have left a game are incompatability with the DM or with fellow players. Rudeness, stupidity, hostility, obvious cheating or blatant exteme metagaming, inability to grasp the rules or unwillingness to create house rules that operate in a consistant manner, favoritism and playstyle disparity are the most common reasons I've left a gaming situation or never become involved in it begin with; usually three or more of those would be present at once. A DM's inability to lose is one of the fastest ways to drive me off. When your ninth level D&D characters are cut to peices by average alley punks, something is badly, badly wrong somewhere.

I will usually simply refuse to join a game in the first place if the system isn't what I want to see. This can sometimes be a matter of taste at the time (I'm in the mood for a rules-light game but this group wants to play a high-crunch game), but usually it's a matter of seeing them trying to use an inadequate system for something it's not designed for. I have been in games where we've switched game systems, though, and that almost never works well.
 

I've had to leave games as a player because of work related time issues, as well as cancel games I'm running as the GM for the same reason. That's why I won't enter into GMing a game lightly anymore unless I know I can keep the commitment. Alas, when I was younger and had all the time in the world, I had very little money for all the games I wanted to buy and play. Now that I can afford the games I want, I don't have the time to play them all.

I find it interesting the number of people who have left a game because of incompatability with the DM or other players, considering the high level of social interaction necessary in RPGs, combined with the fact it is often hard to get any group together in some areas, especially a group that wants to play the same RPG, same genre, same ruleset etc. Anyone have any thoughts on this?
 

Nope. I did have a survivorish "you've been voted off the island" moment once though.

Generally speaking, I can game with just about anyone. I think. Heh.
 

Only once, and for two reasons.
1st The GM insisted on keeping the character sheets at his house where we played, three times in as many months he lost mine and others. As the game was running some complicated backplot we didn't know but were obliged to listen carefully to, there wasn't time to copy it for myself, end result a character whose stats changed as he insisted we rolled them all out again!
2nd Down time between adventures meant we had to roll on a chart created by the GM to add 'depth' to our characters. Every result either gave you a physical injury or scar that lowered your stats & skills, lost you a minimum of 75% of your total wealth and belongings, or gave you a totally unknown 'enemy' to make your game time a misery by having assassins/thugs turn up in the middle of some complicated social matter.
I left citing timing difficulties, my friend left a month later after it took 8 hours of gaming to walk down a 4 mile long road, during which nothing happened...
 


I've walked out of a game that was advertised as an Adventure! game after I showed up with books and characters (I had three I was eager to play) only to find out that it was a live-action thing and that characters and rules were optional. So definite conflicting playstyle. (I've played plenty of live-action, and enjoy it, but I *really, really* wanted to play Adventure! tabletop, and, to this date, I still haven't gotten to...)

I've walked out of a game where the surroundings were physically unappealing (smelly apartment filled with unhygenic people).

I have character ADD and get bored with characters very quickly, so I've 'retired' dozens of characters for various reasons. Most of the time it will be my own interest in trying something else. On rare occasions the character I wrote up turns out to be completely counter to the gaming style at the table, and I have to rotate them out (this happened in every single Werewolf game I played in. I kept bringing in spiritual or philosophical Children of Gaia / Stargazer / Uktena type characters and either getting ganked in the first session, sometimes by the grotesquely overpowered enemies, occasionally by the other Packmates, or having to 'retire' them to bring in a Get of Fenris psychopath like everyone else).

And the usual 'job / work / left city' stuff.

I'll play just about any system, and generally get along with anyone, so long as I can actually breathe in their presence...
 
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My group has campaigns on alternate Saturdays. After the end of an Eberron game, I dropped out of that DM's game, because I needed a Saturday free for doing other things, like hanging out with chicks and vegging out.

The other times I've left groups were primarily due to DM issues. One early D&D game was (SFAICT) a mutual "OMG this person's an idiot" between me and the DM, and an Amber game was partially because the DM couldn't be bothered to remember important things and partly because I couldn't stand the game itself.

Brad
 

Set said:
I'll play just about any system, and generally get along with anyone, so long as I can actually breathe in their presence...

*Shudder*

That's one suppresed memory poping back to the surface. :(

Haven't walked out on a game for those grounds but as a group we have thrown someone out on those grounds and told them not to come back until clean. It was a depressingly regular occurence. Some people don't learn.

Not. Fun.
 

I've left four games

1) I moved.

2) Incompatabiity with GM: It was a Call of Cthulu at a gaming club. My character was a Native American Shaman. The GM said that I had a Spirit Guide. During the game (my first time playing CoC), the character goes insane contacting the spirit guide. It turned out that nobody would let this guy run, because he was all about killing characters- I wish somebody had told me.

3) Incompatability with setting and playstyle: It was a 20+ level 2e game and they were basically playing superheroes in the DND world. One guy had Wolverine guys and regeneration. Another guy was kind of like Green Lantern. I forget what the third guy did. I gave it two sessions before quitting, but I would join with them when they played Talisman.

4) Temporarily quit. Incompatability with player and the playstyle at the time: I returned to a group that I started. The new addition since I left was an obnoxious butt kicking, optimizing, powergamer- jerk was appropriate.

The group was playing Rolemaster. I created a Rogue and made a concious decision not to maximize weapon skills and focus on other skills to aid the party. The ass** goes off on how my character was worthless, because he was not maxed out for combat.

After two sessions, I talked to the GM and excused myself. I told him that I wasn't enjoying the game, because of the jerk player and the total focus on dungeons and combat (which I was not told about). I wanted more of a balance between roleplaying and combat (with a possible leaning toward the former). I wanted to go to towns and cities, interact with NPCs, have adventures outside of the dungeon.

To my surprise, the GM wanted to run those things. However, the jerk was a long time friend of his and would complain if there was anything other than combat. Knowing his friend's preference, he had been catering to his friend's style.

I left for six months to a year. Then, my roommate, who was still playing in the game, invited me back. He was starting a new campaign as the other players (except the jerk) were bored and tired of settling for the current playstyle. The current GM also wanted a different playstyle and needed a break. Furthermroe, it turned out everyone was tolerating the jerk, because they lacked enough players and he behaved much different away from the game. If he didn't change his attitude, they were no longer going to invite him.

I came back to give it a try. Sure enough, the one guy complained every moment that we were not in a dungeon or fighting something. He would demand that we hand waive the rp stuff. His character would go on power trips, threatening NPCs, starting fights.

Eventually, we kicked the guy out. My roommate sat him down several time and told him to change his behavior. The change would last a few sessions and then he would revert. The last straw was when he killed an important NPC with whom the rest of the party was trying to build trust by putting themselves in a vulnerable position. The attack resulted in the party splitting into into three factions. One factions attempted with one group trying to save the NPC. The jerk's character, and another party member caught in the middle not knowing whom to help, but eventually protecting the jerk's character. When we failed to protect the NPC (destruction spells are nasty), my faction told the other two characters we would no longer adventure with them and never wanted to see them again and walked off.

The GM told the jerk to leave as people were tired of his attitude and behavior at the table. His character became a reoccuring villain.
 

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