Author Topic: What Would/Has Made You Quit The Game?  (Read 33877 times)

Offline Arturick

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What Would/Has Made You Quit The Game?
« on: July 07, 2012, 07:45:56 PM »
The title says it all, really.  I've quit, or otherwise ended, games for a few reasons.

DMPC Wankery:  I was in a campaign where a drow riding a red dragon would frequently swoop in to save the party from impending doom.

Rules Inconsistency:  I can't stand DMs who don't know the rules, or start amending rules on the fly to screw the party.

"I'm Playing a Thief":  If your character starts stealing from my character because you're "just roleplaying your character," then he dies.  If that causes the campaign to implode, so be it.

So, what would or has made you say, "Screw it, I'm playing Skyrim (or insert your own hobby/vice/depravity)!"?

Offline SolEiji

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Re: What Would/Has Made You Quit The Game?
« Reply #1 on: July 07, 2012, 09:25:45 PM »
Ah the tales.  There was one case, and one sorta-case.  The only time I actually LEFT a game was with a new DM who wasn't really as good as he claimed.  The scenerio was a "grimdark" scene with supernatural stuff being shunned and some heavy, heavy houserules.  In spite of barely looking or functioning like D&D due to the number of houserules, I asked about the limits on magical using characters and found it harsh but acceptable, I was up to the challenge of hiding my powers and whatnot, and I figured a fine way to go about it.I took a normally comedic race I had and turned it dark.  I was in essence a psionic voodoo doll animated, with the excuse that I was disguised up as a child to everyone but a few choice people.  It was a non-good game, but I prefer playing more subtle sinister powers anyway so I could have passed for neutral, if not good.  This build was approved and we moved on.

The problems began mid-game.  The first warning sign was that his view of grimdark was apparently different from mine, but fine, fine, differences in opinion.  He kept making some very creepy, "DM is way too into this" details of very disturbing stuff, including at one point suggestions of child abuse and pedophilia.  Really dude?  Suddenly my disguise as a young female human was no longer comfortable.  The next is that I kept feeling like he wanted to control my character, especially when he made implications that he was "going to do a Pinocchio and turn me into a real <s>boy</s> girl", which was waaaay off my intent for my character, and made worse by aforementioned focus on child abuse.

Then there was the rules inconsistency.  Not only did this house rule glob of a game keep getting new houserules every day, but some were actively hostile to me.  What?  Now all psionic powers take 1 round to manifest?  Did you even consider the implications of borking action economy, not to mention what it does to my character?  Thanks a lot!

The final straw for me and at least one other (if not more) was when during a scene of a gang leader was about to beat up our NPC children that my character had specifically brought under her wing for protection and future corruption to her cause, we naturally weren't just going to stand there and let him beat up kids.  But we weren't allowed to.

"It's like a video game cutscene."

NOPE.avi.  Next scene that occurred, me and a like-minded player got lost in some dark caves on purpose and buggered right out of that game.  I'm not in a bloody video game cutscene, you fail sir.

-------

The other time I did not leave the game.  Mind you it was  terrible game with a (then terrible) DM, full of DMPC Wankery and forcing themselves on your character, but the reason we stayed in the game is because the players were SO awesome, no matter how bad the DM got the players made a story out of it.  In it, my Tony Stark the Gnome gets possessed by a Pit Fiend at like level 3 or something with no save or word in from me.  Oh, but it's a GOOD pit fiend.  Too bad no one told my player good pit fiends exist in this campaign and it was obvious it was tacked on to make me keep the thing, so naturally my character rejected it outright.  Ended up changing the character concept entirely from "building robots" to "removing the damn spook from my brain" to the point where he turned himself into a cyborg with a bomb in his chest as a threat to the devil lest it try anything.

It went downhill from there.  Through the whole game, we never won a single battle on our own.  We'd lose, and then DMPC McButtsucks flies in and saves the day, or we'd fight but it's irrelevent since only the enemy and DMPC mattered, and we were colateral.  Things got WEIRD when suddenly in this otherwise barely steampunk world where I was top of the line tech with my blunderbuses and my golems, the MILLENIUM FALCON flies overhead and saves us from the lastest botched fight.

Oh, and General Grevious too.  A balls-hard enemy who literally sliced me apart and killed me before I was revived, not to mention tormented the whole party and was never an equal challenge.

But it gets better.  Time after time we fail and fail and we're not getting a damn cent, we're many levels behind WBL (and I'm an artificer, so yay) and finally, we get a level boost, some actual money, and knowledge where the final boss is. 

YES, liberation!  However, I'm wise to this and suspect it will not go well no matter how much we gain, so we literally build EVERYTHING to nova for a fantastic final fight.    I'm riding Construct Gamera, I'm loaded to bear with wands, everyone's buffed and ready....

So the enemy is in that castle with the Conveniently Too Small for my Golem entry.  Of course.  The golem stays outside.
And of course the inside is filled with monsters and demons and super warriors and orges.  Of course.  Somehow we manage to push our way through this.  What's in the next room?

48 ghosts!
Wait, no, banshees!  Ha ha, you're doomed now, how will you make 48 saves a round against massive ability damage, now that you.... what's that?  The cleric turned them all into living beings which are not immune to their own gaze attack?  Well...

.....THEY HAVE NO EYES!  Ahahahahahaha!  (This... this became a meme among us.  Anything that is pure BS, it's 48 Eyeless Banshees.)

And yet we STILL won, with a combination of turning them material, drowning them, and me nova-ing my ass off with a TO-level magic missile storm that dealt oodles and oodles of force damage.

Now!  Now must be the time for the final boss an-
Oh for f**k's sake, more demons and monsters?
AND General Greivous is here as our NPC help?  The one being who is basically double-satan-hitler to everyone in the party?  Who MURDERED most of us in a bullshit arena where he had 4 lightsabers vs us being NAKED?  Oh yeah, that time I died?  Not a fair fight, we were stripped of items and thrown in to DIE.  And HE is here to steal our ONLY victory?

Fortunately, this was planned for. You remember the distantly mentioned bomb in the chest to get rid of my pit devil problem (not a problem by now, I had removed him, but the bomb remained).  And so, we initiated our own TPK.  Using various loopholes I ended up dealing so much damage that the surrounding building and a wide area was obliterated.  If there was a BBEG at the end of this thing, he's gone now.  Everyone exploded.

I might have shocked him as we got a stock ending of "the gods are proud of your sacrifice hero".  Maybe it was the whole credits sequence I had prepared for such a situation.

We figured if it will end, it will end on our terms.  Only battle we ever "won" for ourselves.
Mudada.

Offline whitetyger009

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Re: What Would/Has Made You Quit The Game?
« Reply #2 on: July 08, 2012, 12:03:47 AM »
the only game i ever walked away from i did before character generation was ever completed.  the DM was a big house rule guy with his own 'race' for players.  what it amounted to was being a true lycanthrope with a ton of special abilities.  this made the race have a very high level adjustment (5 or 6 if i remember right).  so i decided to play a half elf fighter/sorcerer.  after arguing with the DM for 20 minuets.  he all but forbid me from playing it, but in the end allowed it.  well lets see for feats i will take improved toughness. . . the DM says that isn't a good idea.  why?  because anything i do to improve my hp will give the monsters we face 10 or 20 bonus hp to compensate, without changing their CR.  and it went down hill from there.  so toward the end of me putting my character together i decide to fill in the last few levels with PrC spell sword.  nope not allowed.  according to the PHB you can only have 2 classes?  WTF where does it say that?   oh it says it so if you want to take that PrC you have to drop one of your other classes.  that was the end for me.  i stood up and proclaimed him an idiot.  and it only took 6 hours to get to that point. 

Offline nijineko

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Re: What Would/Has Made You Quit The Game?
« Reply #3 on: July 08, 2012, 05:45:51 PM »
i have few stories about bad sessions, having had the unusual fortune of seldom being in such groups.

i recall sitting in on one session and was treated to a rant about how game schedule took priority over everything else, family, holidays, anything. now while i can understand the importance of keeping a commitment once made, but i found that a wee much. i declined to return.

likewise at another session i was invited to sit in on. this one had a very disturbing backstory, but i finally allowed myself to be talked into going to a session as that part was history. we were all handed our characters and motivations and goals, and basically expected to act them out accordingly. in effect, we were just acting out the story that the two co-dm's had envisioned and written ahead of time; and while we were free to extemporize a bit, we were expected to stick strictly to the guidelines and goals as written by said dms. the one dm wandering off to smoke something illegal every so often did nothing to enamor me of the situation. if i had wanted to do nothing but act out someone else's ideas, i would have joined a theater troupe. i did not return for a second session.

the only time i ever quit gaming was at the request of my mother. she was concerned that i was getting too involved and that it might lead me down some less savory paths. to be fair to her, she had already seen one adult she was close to and who was heavily into sci-fi, fantasy, and rpg (like i was) head down just such paths. i decided that it was a fair request and, after counter-requesting that if, after a suitable period, i was still interested in rp and such, that we could revisit the issue again and reevaluate, which request was accepted; proceeded to quit just about everything gaming related for a few years. after that, i presented my case, still interested - not addicted or anything like that, still morally and ethically sound, etc., and was granted her permission. all in all, a well resolved issue. recently, many years later, we've discussed the issue again, and she is able to see, at least in my case, how rpg actually strengthened me as a person and even has helped me in real life activities. ^^ 

nowadays, for the most part, the people i game with have all been playing for around 15-25 years, which makes for pretty good gaming.

Offline SneeR

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Re: What Would/Has Made You Quit The Game?
« Reply #4 on: July 09, 2012, 04:20:52 AM »
I actually quit because of the players, not the DM.

I played a less-than-optimum grey elf Ultimate Magus focused on ancient lore and future discovery. I actually put ranks into Decipher Script. I was very involved withthe game. The DM had crafted a desert game with some elaborate backstories and fascinating ideas. I played my character as a bookworm pansy who wasn't meant for this sort of weather, but was prepared for it theoretically (certain suboptimal spells).

However, my "fellow" players were a pack of howling powergamers. They followed rules to a T and never tried to do anything that the rules didn't touch on. No, they powergamed in the worst way: "We're in it for the XP and loot!"

Constantly they would explicitly tell the DM to stop describing the room and its implications and instead "tell us if there are any mosters or treasure." :grave

Are you freaking kidding me?

The last straw for me was when the poor DM made a mirage tower, which we could not see until we were walking away from it, so we needed to walk backwards into it. The tower actually had a bunch of segments floating one above the other, these segments connected via walls of force. I played my character as a fascinated historian. We entered the bottom floor and fought some sand trolls or something that recently took residence. Once they were dead, my character noticed some sarcophogi and glyphs on the walls.

Just as I said that my character was leaning down to make some knowledge checks to figure out the history of this fascinating architecture, one of the other players cried out, "No, it doesn't matter! There are more monsters upstairs; they are probably guarding some artifacts!"
:grave
Are you freaking kidding me?

After that I tuned out.

When I was invited to the next game, I had to decline. I said, "It's not you, it's the players. They powergame like crazy, and I don't feel like I can get into character. When they are ready to roleplay, please, please, please invite me back because you are a great DM!"

Haven't heard back from that DM in two years. Poor sod will never be appreciated for his talents by that lot.
« Last Edit: July 09, 2012, 04:22:39 AM by SneeR »
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Offline RobbyPants

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Re: What Would/Has Made You Quit The Game?
« Reply #5 on: July 09, 2012, 09:31:56 AM »
The only time I can remember quitting was after the DM gave a bunch of freebies to the other players, like templates without applying the (+8!) LA. My PC had no real reason to be there after that since he was obviated, and I simply wasn't having fun. The game was pretty weird in the first place, so I quit rather than try to finagle my own free template as well.

I did end one as a DM due to a game-crippling amount of PvP problems.
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Offline Pencil

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Re: What Would/Has Made You Quit The Game?
« Reply #6 on: July 09, 2012, 10:51:04 AM »
Oh boy.PvP was one reason for me as well.
One time a party disagreed on something and got into a serious fight for their lives and afterwards I was blamed because I didn`t use my divine intervention powers...

Normally I don`t like enforcing alignments on the group but tell them instead that their character should have a reason to "follow" the plot or in other words to do the adventure with the group.
This restriction bit me HARD one time when an evil character decided it would be best to literally cut his connection with the party (aka a rope) because "he was evil" and blamed me afterwards for allowing an evil character.Because I am a pretty sarcastic person I couldn`t stop laughing and the party took it kind of bad.
Though those are the exceptions, because I normally just go with the flow of the party.To not having to quit a group because it is normally quite a hassle to get a new one.
« Last Edit: July 09, 2012, 10:52:35 AM by Pencil »
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Offline veekie

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Re: What Would/Has Made You Quit The Game?
« Reply #7 on: July 09, 2012, 10:56:06 AM »
I only ever quit once.
The DM had a whole bunch of dodgy house rules(including sanity rules, more deadly crits etc), but that was fine enough, so I submitted a character, one of the first no less. He approves it. 1 week before the game, he bans the main PrC I was using(Green Star Adept, if it matters), stating it was counter to theme(prior to this we spent a whole week customizing the thematics to fit the game). Ouch.

So I made a new character, a simpler theurge build within a day. It was approved...and banned again three days prior to the game. I made a cleric, more or less straight. Approved, then banned 1 day before. So I went "Fuck this".

The (PbP) game apparently fell apart within 1 day of kickoff. There was a tavern...it's security consisted of an iron colossus. At level 15. Everyone else went "This is bullshit. Fuck this." as well.
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Offline ksbsnowowl

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Re: What Would/Has Made You Quit The Game?
« Reply #8 on: July 09, 2012, 08:06:46 PM »
DMPC Wankery:  I was in a campaign where a drow riding a red dragon would frequently swoop in to save the party from impending doom.
As a DM myself, I try really hard not to do this.  I'm running an old player's character as a DMPC (for story reasons).  He's effective in my hands, and I upstaged the PC's for a short while when he was first able to wildshape into a snow tiger (he's a Druid//Scout).  But my PC's have become much more proficient since then, seeing what is possible.  I purposefully have about half his spells geared specifically toward helping/healing the party.

Quote
Rules Inconsistency:  I can't stand DMs who don't know the rules, or start amending rules on the fly to screw the party.
This is the thing that will get me to drop out of a group the fastest.  Oh, the stories I've got...

Edit: come to think of it, I have the resignation email from one such instance...

(click to show/hide)
I was way too nice in that e-mail...
« Last Edit: July 09, 2012, 08:22:32 PM by ksbsnowowl »

Offline Quillwraith

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Re: What Would/Has Made You Quit The Game?
« Reply #9 on: July 09, 2012, 08:22:47 PM »
The other time I did not leave the game.  Mind you it was  terrible game with a (then terrible) DM, full of DMPC Wankery and forcing themselves on your character, but the reason we stayed in the game is because the players were SO awesome, no matter how bad the DM got the players made a story out of it. 
. . .
We figured if it will end, it will end on our terms.  Only battle we ever "won" for ourselves.
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Offline LordBlades

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Re: What Would/Has Made You Quit The Game?
« Reply #10 on: July 10, 2012, 04:07:17 AM »
Aside from the times I had to leave for RL issues (lack of time once, and some out of game issues with the DM on another occasion), I've only left a game once:

It was due to the DM changing rules mid session and being a jack-ass in general. First thing I disliked  was when a player got an 100 on the Reincarnation table and the DM gave him what he (probably) thought would screw him over most (dude was water-orc charger, and got turned into a satyr in a setting where non-humanoids were outcasts). The thing that really made me quit was when a player did something based on the RAW regarding a certain issue (opening a door is a move action), the DM houseruled it on the spot (a 6 armed monster can open it as part of a full attack by using an arm, and still get 5 attacks afterward) and then did not allow the player to redo his action based on the houserule. Result? One dead crusader, and me not bothering to come back to the next session.


Offline Braininthejar

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Re: What Would/Has Made You Quit The Game?
« Reply #11 on: July 10, 2012, 03:27:52 PM »
I played a World of Darkness (Werewolf) campaign that fell apart because of the GM. He was smart and good with roleplaying NPCs but he loved being smarter than the players and showing how dark the world of darkness was.
He also believed that the world does not revolve around the party. That means:

- there are more plot hooks than the party could take on their own.
- if you don't follow one, it will resolve itself naturally in time, or some NPCs will tackle the problem instead. (but they might fail at it)
- if you do follow one, there is no guarantee that the party has the resources needed to tackle the problem.

Example 1

During an unrelated quest, we found a drunk in the street, who turned out to be an important werewolf gone missing. He turned out to be suffering from harano (werewolf depression. Since they are half mortal half spirits of nature, it is a very serious problem when they "lose the spirit") . We got him sent to a psychiatric hospital belonging to some werewolves and their relatives, specialising in such cases.

It turned out, while he was still sane. the guy had been making photos of various crimes against environment. This included a factory by the river, which apparently was dumping their waste straight to the water. I started researching the place and was about to pay their boss a night visit, when I met the owner at the party and learned that the factory belongs to one of ours ( the GM had been creative with my botched gather information roll). As it turned out, they have toxic waste pooring out of their pipes but it isn't theirs and they don't know what is going on. We went into that pipe - nothing there. Our shamen summoned spirits - they found nothing. Some time after we started sniffing around it, the problem semingly disappeared. whoever it was, he moved it elsewhere.

I later asked what it was about. The chemical plant next door drilled into their pipe and masked the connection with illusion magic. We had two shamen on the team but nobody who could detect it. We were supposed to guess it must be some other type of magic and find an NPC in our caern who could detect that stuff - which we had no idea about, as he was a different "tribe" and each of as had only read about his own.

Oh, and the hospital staff was warped by evil so the guy we sent there to heal totally got worse and died there. We were supposed to go there and find out later but in the end, an npc team followed that quest chain and they missed the clues.

Example 2

I was a lawyer. This got me two sub quests during the campaign.

- use my connections as a lawyer to help a guy go to his mother's funeral (his legal situation demanded that he remained in New York.) I did, solving the subquest through talking. My reward was harm to my professional reputation as the guy met some old friends from his criminal past and promptly disappeared.

- asked by a friend of a friend to defend a woman accused of murdering her husband. Everything pointed to her and she didn't make it easier (she was using a false name to get a good job despite her criminal past - and she was paranoid about her cell being bugged so she wouldn't tell me straight). Still I brought a teammate who could detect lies and established that she was indeed innocent and someone was framing her. Her story didn't add up with evidence though and there were several witnessess that condemned her. I checked the crime scene with my shaman powers - surprise! no spirits at all to ask anything. I also received a piece of anonymous advice to drop the case or my career would suffer again. That was the only lead I managed to get something out of: the voice reminded me of something and after summoning an oliphant spirit to refresh my memory, I found out that the guy was a hitman to one of the most influencial guys from my tribe in New York.

After the campaign, I asked the GM how was it organized. No bribes at all - illussion magic again. All the witnessess really believed what they saw But even if I solved it, there was no way to prove it in court. The case was unwinnable by design and was supposed to provide some set-up for later plot. All I could do was choose between telling my friend I drop the case or letting my reputation be ruined by sticking to a hopeless case.

Example 3 which broke up the party

After a string of failures (two major quests solved by NPCs, all the stuff mentioned above and a rescue mission that ended with us wiping out another pack of werewolves through a misunderstanding) we got some news about a ritual murder. What we saw on TV indicated a botched summoning ritual, so we went there to investigate. We managed to learn that something powerful was indeed summoned and that was about it - there were a lot of tracks and smells but most belonged to other investigating teams. We tried to get to some witnesses (local students who almost got sacrificed) but got hopelessly stuck and as the tension between characters shifted to the players, half the group quit.

We later asked about the solution to the case.
There was none. The best we could have done was find out that the crawler was going to return to the spot once it heals, and warn the local weres to be ready for it in a month or so. The quest was designed as one of the errands the corrupt hospital staff would have sent us on to waste our time while they worked on their plans - we hadn't gone there at all but the ritual still happened and apprered on the news. It was our choice to go there.

« Last Edit: July 10, 2012, 05:01:22 PM by Braininthejar »

Offline ksbsnowowl

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Re: What Would/Has Made You Quit The Game?
« Reply #12 on: July 10, 2012, 04:26:44 PM »
He also believed that the world does not revolve around the party. That means:

- there are more plot hooks than the party could take on their own.
- if you don't follow one, it will resolve itself naturally in time, or some NPCs will tackle the problem instead. (but they might fail at it)
- if you do follow one, there is no guarantee that the party has the resources needed to tackle the problem.
How, exactly, is this bad DM'ing?

There are things going on in the word.  The PC often have a chance to deal with them.  If they choose not to, there are repercussions.

Offline Braininthejar

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Re: What Would/Has Made You Quit The Game?
« Reply #13 on: July 10, 2012, 04:57:10 PM »
See the rest of my post for how he executed it.

Offline Childe

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Re: What Would/Has Made You Quit The Game?
« Reply #14 on: July 10, 2012, 07:32:59 PM »
The nihilistic existential quandary of playing, of MinMaxing, and so on -- that is, "why?" or "to what purpose?" Honestly. It's typically why I stop/quit things.
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Offline ksbsnowowl

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Re: What Would/Has Made You Quit The Game?
« Reply #15 on: July 11, 2012, 12:38:20 AM »
See the rest of my post for how he executed it.
Ah, yeah.  Not a very well-run game.

Generally if my PC's miss something, or screw up and let someone get away, it will have implications later on down the road, but it grows into an appropriate challenge at the appropriate level.  None of the "rocks fall, you die" BS.

Unwinnable situations can be interesting if played right (you have the time/resources to deal with two of three things, you choose which one not to stop; this has an affect down the line), but your DM was just being a dick for the sake of being a dick.

Offline Tshern

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Re: What Would/Has Made You Quit The Game?
« Reply #16 on: July 11, 2012, 08:21:48 AM »
The most memorable occasion was in this one online game that had astonishing amounts of bullshit. Let me briefly explain why I had to leave the campaign.

The character creation rules were inconsistent. The original idea was to build a level 11 character or a level 9 gestalt, each player could choose either one. Eventually it turned out that some players got horrendous amounts of of level adjustment for free, the gestalt limitation were waived for some people and the range of books allowed varied vastly without a decent reason. Here I got the shitty end of the stick, because my Dread Necromancer only had a few books and no special liberties.

Then we were told that we would be able to craft items during the campaign. Fair enough, I wanted to make some nightsticks and items to make controlling undeads easier. An Aberrant wild shape Druid in the campaign was allowed to create intelligent items for free, craft wilding clasps and even use a scroll to cast Genesis. Meanwhile all my crafting ideas were shot down without an explanation. The worst part was that I was promised that I could create minions, but that too got banned when I first tried it.

The combat was handled really badly. The Druid kept on killing enemies, no-one attacked him with anything reasonable while the other characters got hosed big time. He was almost without limitations while the DM banned my Waves of exhaustion and later on my Fear aura, intimidation, Imperious command and Never outnumbered skill trick.

Finally, the DM ran extra adventures for those who happened to see him online at some point. When I got to level 13, the Druid was level 18, because he had played so many random sessions in addition to the weekly ones we had. Amazing, isn't it?
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Offline Ryu Hayabusa

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Re: What Would/Has Made You Quit The Game?
« Reply #17 on: July 11, 2012, 12:22:41 PM »
What really gets me to drop games is an unpleasant gaming group. I'm fairly flexible about everything else, but it's supposed to be friends having fun together. If this starts to fall apart, I'm out of there. It's a team game to enjoy, not a chance to compete against each other and unleash petty jealousies. As long as you're having fun, even a crappy system and mediocre DM can be worthwhile.

Oh, and furries. Played 1/4th of a session or so with a group of them (long story). I bailed when the DM spent several minutes describing the sexiness of the werewolf we were supposed to capture, while the rest of the players drank it up like mana.

Offline Libertad

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Re: What Would/Has Made You Quit The Game?
« Reply #18 on: July 11, 2012, 05:44:31 PM »
Oh, and furries. Played 1/4th of a session or so with a group of them (long story). I bailed when the DM spent several minutes describing the sexiness of the werewolf we were supposed to capture, while the rest of the players drank it up like mana.

Rule #6 of D&D: Don't insert your sexual fantasies into your gaming sessions, especially if it's kinky/non-mainstream.  I wish that more people realized this.

Offline snakeman830

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Re: What Would/Has Made You Quit The Game?
« Reply #19 on: July 11, 2012, 09:19:44 PM »
Oh, and furries. Played 1/4th of a session or so with a group of them (long story). I bailed when the DM spent several minutes describing the sexiness of the werewolf we were supposed to capture, while the rest of the players drank it up like mana.

Rule #6 of D&D: Don't insert your sexual fantasies into your gaming sessions, especially if it's kinky/non-mainstream.  I wish that more people realized this.
I think that is just Rule #6 of gaming, not just D&D.

Clearly, if you're gaming with furries, you need to pick some better representatives (please!  I need a game that isn't PbP!)
"When life gives you lemons, fire them back at high velocity."