Author Topic: What Would/Has Made You Quit The Game?  (Read 33880 times)

Offline veekie

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Re: What Would/Has Made You Quit The Game?
« Reply #20 on: July 12, 2012, 04:42:25 AM »
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.
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Offline Otto the Bugbear

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Re: What Would/Has Made You Quit The Game?
« Reply #21 on: July 14, 2012, 05:22:17 PM »
The most recent thing that triggered me to quit was death.

This was a couple of years ago.

I had moved to a new town and through trial and error I eventually found a group of like-minded gamers. Things were humming along pretty well, with me running the game for quite some time. When I got a little burned out, one of the other players would step in and DM for us or we'd play (the newly released) 4ed or we'd play some other indy RPG. This went on for a year or year and a half.

Then I got a call from an old friend back home. One of our very close friends had died in his sleep on a random Friday. He was 42.

This friend and I had gamed together from 1993, when we first met, until I left town in 2004. This got me to reminiscing about our games back home. Inevitably I compared the current gaming situation I was in with our older games. These games were simply lacking something. Something I missed dearly. After quite a bit of thought, I emailed the current group and let them know what happened and let them know that I was going to step back from the game for a bit. As mature gamers often are, they were understanding and offered whatever support they could, including an open invitation to come back to the game any time.

So here it is, three years later. Once in awhile I open up my old homebrew stuff and mess around with it or I'll post a little on a DnD message board. I've thought about getting back into it from time to time, but never really pursued anything. One never knows; the future is always open.

Offline caelic

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Re: What Would/Has Made You Quit The Game?
« Reply #22 on: July 15, 2012, 11:31:02 AM »
Lack of effort on the part of the DM.

An example: there's a player in our group who constantly pushes for a chance to DM.  We gave him the chance to run the E6 game he wanted to run.

First session: VERY disorganized.  He seemed to have a vague idea of a premise (Waking up on a new planet) and not much else.  But I said, "Okay, it's the first session, maybe he wasn't totally ready to run, and we have a few weeks until the next session."

Second session, three weeks later: DM still didn't know the name of the town we were in.

I let my character be killed off.  It's not that I dislike him as a person, but I just can't get into a campaign that nebulous.  Some DMs can improvise well; others can't.  I've noticed that the DMs who improvise well are usually the ones who take the time to do the basic groundwork, and then improvise from there.


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Re: What Would/Has Made You Quit The Game?
« Reply #23 on: July 18, 2012, 01:50:44 AM »
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Your reminiscence, comparison, and belief that "these games were simply lacking something [that you] missed dearly" reminds me of this series of question and answers: http://www.quora.com/Why-is-most-new-music-starting-from-2010-just-plain-terrible .

And now, you've fear of commitment. The last gaming that you did was an unsuccessful attempt to recapture the magic. Maybe I should stop trying and just let it go, let it be. You hit your stride, and nothing's gonna match how it used to be. Is that it? I feel similarly in regards to interactive story-telling.

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.

Just like what was said about existentialism, thinking too hard can take the player out of the moment and break the immersion. I obsessed over existential nihilism when I became depressed too. You know what the French word for entertainment is? Divertissement: distraction. Distraction from the meaninglessness of life.



It's hard for me to quantify my commitment to D&D and an amount of times that I've quit it. There's no point at which that I can look back and declare that I abandoned it formally, except for that one time when I "put away" my books. I don't "play" the game like normal people; I optimize.
« Last Edit: July 18, 2012, 04:26:50 AM by NiteCyper »
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Offline Otto the Bugbear

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Re: What Would/Has Made You Quit The Game?
« Reply #24 on: July 20, 2012, 07:28:14 AM »
Your reminiscence, comparison, and belief that "these games were simply lacking something [that you] missed dearly" reminds me of this series of question and answers: http://www.quora.com/Why-is-most-new-music-starting-from-2010-just-plain-terrible .

And now, you've fear of commitment. The last gaming that you did was an unsuccessful attempt to recapture the magic. Maybe I should stop trying and just let it go, let it be. You hit your stride, and nothing's gonna match how it used to be. Is that it? I feel similarly in regards to interactive story-telling.

I won't deny that could be a big part of it. There are quite a few excuses in addition to that. Some of them along the way were stuff like 'I've moved 9 times in the last 8 years' and 'I've changed jobs so many times I feel like a gypsy'. Other excuses had to do with the area I lived in (the south), picking up new hobbies (adult hockey league). Now it's become 'Well, I just bought a house, so there is a huge list of "honey-do" things to do around the house. A lot of these boil down to 'time factor' being the big one. All-in-all, I'm just full of [lame] excuses. Maybe now that we've settled down, I'll get back into it.

Offline chinchillaofdoom

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Re: What Would/Has Made You Quit The Game?
« Reply #25 on: July 20, 2012, 09:45:51 PM »
Mid-fight houserules that only apply to certain party members... I've had that happen twice, when one player gets told a tactic is perfectly fine, but not allowed by the other pcs who try it after, or at the same time.

Offline brujon

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Re: What Would/Has Made You Quit The Game?
« Reply #26 on: July 21, 2012, 12:56:26 AM »
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.


I feel cheated because the board just ate a VERY LARGE EDIT i was making. Shit.

Whatever, i'll type again because i think it's worth it.

Example 1 is something i'm fine with. Werewolves with higher gnosis can sense if there's magic at work in a location, and is something every Werewolf party needs in a game. Also, a peek into the Penumbra would've revealed the illusion, because only very high level illusions seep into the penumbra and umbra, most just mask it in the reality level.

Example 2.1 is fine, too, because if you made a lawyer character with no means of detecting ulterior motives, or didn't bother to make a prior's check on the guy that was asking you to break the law, it was very imprudent of you to actually have pulled the strings. Helping someone break the law can and has unforeseen consequences in the real world, and is something that translated to the table, helps set the mood of the setting. I'm currently on my final two years of law school, so i have some RL background on that.

Example 2.2 could have been deduced logically as thus:

You have a lie-detecting friend, and he detected the supposed author was not lying. Unless he has some protection from magical lie detection, he's telling the truth. So, from that, you can make two assumptions:

1 - The witnesses have lie detection protection, that's why what they said registered as true. You follow that lead, investigating prior connections, seeing if they are a mage or had recent contact with someone that could afford such a charm/talisman. If it doesn't pan out...

2 - It means the scene has been altered, or the minds of the witnesses was altered. Either way, magic was at work. Because if they were bribed, what they said would register a lie. The only way of someone be completely telling the truth even if they're lying is, they've been magically compelled to do so, or were tricked into thinking that way. So illusion or jedi mind trick. Verbena mages are not mortal enemies of the werewolves, so you could enlist the help of one for a suitable fee, or even get a more experienced werewolf of a more magical disposition to help you discern if it was one or the other. Actually proving the lady wasn't guilty... Well, that would require some very good lawyer & police work, or proving, without an ounce of doubt, that the author couldn't have been there. If even then it was unwinnable, you could still hope to get her to a milder sentence by talking to the prosecution - or, if you're of a more chaotic disposition, rigging it to an Insanity defense.

Example 3 is the one i have more of a problem with. It's the kind of thing more suited for a Mage game than a Werewolf one, and clearly one you should've gotten the help outside of Werewolf society, if possible. Even then, shit happens in WoD, and not everything is up your alley, it's just like the real world.

I long for a game of this type, because i like using logic to deduce things, and i like being challenged. I also like the feeling of not being able to do anything, and having the world made to suit me, just like i'm the center of the world. For that, i actually don't see a problem with your examples... Even if the DM has to adapt to the players play-style, the players have to adapt to the play-style of the DM, too, because that's a two way road. Talking could've probably defused that situation, since from what you've described, the DM promptly explained the background stuff that was going on and you didn't find out, which sounds to me he actually planned those things in advance, as opposed to on the fly - which, if he did, would REALLY qualify him as a dick DM.

tl;dr: I don't know why you left that game, i long for a game like that for a long time.
« Last Edit: July 21, 2012, 04:18:01 AM by brujon »
"All the pride and pleasure of the world, mirrored in the dull consciousness of a fool, are poor indeed compared with the imagination of Cervantes writing his Don Quixote in a miserable prison" - Schopenhauer, Aphorisms: The Wisdom of Life

Offline NiteCyper

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Re: What Would/Has Made You Quit The Game?
« Reply #27 on: July 21, 2012, 01:45:49 AM »
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Disempowerment: Some thrive, some dive.

Quote from: Jerry Holkins (Tycho Brahe), Perils http://penny-arcade.com/2012/06/06
I think these two things ["the new Tomb Raider" and "the gameplay trailer they put up for The Last Of Us"] are extremely scary!  They’re explicit disempowerment fantasies.  Is that, um…  progress?  I’m not entirely certain I want to be present in either of these scenarios.  I think I’ll let Gabe play these, while I sit on the couch with my legs drawn in, pillow at the ready for expeditious face coverings.

I feel cheated because the board just ate a VERY LARGE EDIT i was making. Shit.
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Actually proving the lady wasn't guilty... Well, that would require some very good lawyer & police work, or proving, cabally, that the author couldn't have been there.
?
« Last Edit: July 21, 2012, 02:08:37 AM by NiteCyper »
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Offline brujon

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Re: What Would/Has Made You Quit The Game?
« Reply #28 on: July 21, 2012, 04:16:44 AM »
Hm, probably a translation assumption that wrongly made. I'll substitute it for an aproppriate synonym for what i was trying to say, for the record, i meant it as "without an ounce of doubt";

forgive my french... But holy flying fuck, i saw those two trailers, and i'm in love. Goddamn, the games are getting more real by the minute... Those moves on Lara and the guy from The Last of Us... As real as reality. Goddamn, those are like real fights. And the guy taking the other hostage... Shows the lenghts you go to survive...

I disagree that they're a disempowerment fantasy. I think it's actually empowering. Like the "I Survived" show on the discovery channel... When i see stories like that, of survival, of people that keep going despite overwhelming odds, i feel empowered. Makes me think that if i got onto a shit hits the fan situation, i'd have at least a chance of survive... I wouldn't feel as alone, you know?

As videogames become more real, the association with reality strenghtens, things get more personal. When you see suffering like that, it blurs the line between a game and a movie, and that touches you inside. When i see people that are influenced by shooters and go on killing sprees, i can't help but notice the disassociation state they are in... In some cases they don't even understand what really is the suffering they're inflicting on people. As games get more real, that disassociation is harder, and you're forced to see what the consequences are...

I like playing games where i have a tridimensional character, where i can understand what his thoughts are, why he's doing what he's doing, why he was forced on that situation, what that does to him, internally, and what are the consequences of his actions. It's part of the reason i enjoy anime, it's because they have this concern with the characters personalities, at  least on the most serious animes, and they touch on themes that aren't normally discussed.

I think this trend is very nice. Emotional response is a big part of memory imprinting - the more a game touches you, or a movie or a book, the more you remember it, the more you expect it. Being able to experience such a level of reality in a game is thrilling... You can even feel the adrenaline surging.
« Last Edit: July 21, 2012, 04:42:03 AM by brujon »
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Offline DonQuixote

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Re: What Would/Has Made You Quit The Game?
« Reply #29 on: July 23, 2012, 01:01:31 AM »
tl;dr: I don't know why you left that game, i long for a game like that for a long time.

Different people like different things.  I would have been absolutely miserable there.  I'm at the table to play a character and have fun, not to solve the Witch's Epitaph.
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Offline Pencil

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Re: What Would/Has Made You Quit The Game?
« Reply #30 on: July 23, 2012, 05:32:57 AM »
If I am not mistaken I read some kind of railroad in the original post.(Something like: there was no way to solve the problem)
I think I would have a problem with that.
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Re: What Would/Has Made You Quit The Game?
« Reply #31 on: July 23, 2012, 07:00:26 PM »
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Offline brujon

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Re: What Would/Has Made You Quit The Game?
« Reply #32 on: July 23, 2012, 08:06:49 PM »
If I am not mistaken I read some kind of railroad in the original post.(Something like: there was no way to solve the problem)
I think I would have a problem with that.

most of the times a DM says that, it's because he didn't plan for a solution, and was actually counting on the players to fail... Some think that's a low blow, but somethings have to be railroaded in a game, because it's one of the only ways a DM can orient the story in the direction he wants it to go. But i thought of a solution - not to win the case, because the case is actually unwinnable only from the material evidence (except if you cheated, or went for a hung jury and a mistrial...), but there actually is a way the lawyer player could've turned that loss into a win, he just didn't take full advatage of it, in my opinion. I guess most people don't like when the game  changes the focus too much from a set story and the sidequests turn almost into another mainquest, especially when it involves stuff that depends too much in skills the player character doesn't possess, or that depends on player knowledge vs player character knowledge (puzzle solving/logic reasoning/deducive reasoning).
"All the pride and pleasure of the world, mirrored in the dull consciousness of a fool, are poor indeed compared with the imagination of Cervantes writing his Don Quixote in a miserable prison" - Schopenhauer, Aphorisms: The Wisdom of Life

Offline zioth

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Re: What Would/Has Made You Quit The Game?
« Reply #33 on: July 23, 2012, 08:37:02 PM »
There are some great (or awful?) stories here! Here are mine.

I joined a game in a local game store, so the extra noise didn't help. The characters were level 3, and they'd played a few sessions already. So looking forward to a fun game, I sat down and prepared for the exciting adventure! ... which was walking through a battlefield, looking for salvage. The battle was long over, and we had been recruited to find scrap metal and the occasional coin. Ok. A dull start, but how long could it last? The answer is, the entire four hour session. We looked for salvage, then moved to another spot, then looked for salvage again. At some point, there was a brief random encounter for some reason. Then we looked for more salvage.

And that wasn't the worst of it.

Apparently, there's a spell in some book that lets you make a single search check on a ten foot area to find anything interesting. The wizard knew this spell, and filled up all of his spell slots with it. Naturally, the character was an extraordinarily buxom female played by a man, but since she wasn't role-played at all, that wasn't really a problem. Now this player was really obsessed with his spell. He wouldn't stop talking about it. So I'll change the session's already exciting description to how it really went: We walked to a new spot. The wizard player described to us in great detail how his spell worked, and what a genius he was for preparing it in all of his spell slots. Then he got us to gather nearby corpses into a big pile, and he cast his favorite spell, describing once again how it worked. His search check was poor, so we didn't actually find very much. Then we moved to the next spot, and repeated the whole thing, including the detailed description of the spell once again. The wizard pretty much sat out the only combat, having prepared no useful spells that day, but he eagerly pointed out everyone else's mistakes, including making me come over and look at some random druid spell from some random book that I should have prepared. And why was my monk/druid seaker of enlightenment making piles of corpses left over from some random battle I didn't know or care about anyway?

I did not come back for a second session, but I did reuse the character in another campaign, which I've been playing in for years. I decided that, after the battlefield thing, he decided he'd rather volunteer himself as a slave to goblins, to see if he could learn more about the world that way.


To be fair, I'm not perfect myself, and I have been the reason people left a game twice.

One wasn't entirely my fault. I played the traitor character, assuming the group was mature enough that it would be an entertaining role-playing experience. I regularly fed information to the enemy, and my plan was to eventually buy in to the party's cause, and start feeding him misinformation. I never got that far, because the DM had this enemy use the information to try his best to kill the party. This was a highly political campaign, so I thought he'd be a little more subtle, and my character made frequent suggestions on how to be more subtle, in his letters to the enemy. In the end, the game fell apart. I blame myself and the DM equally. He's not a bad DM in general, but this kind of situation is difficult for most DMs, and he didn't handle it all that well.

The other was my fault, though I never fully understood why. It was a group of serious role-players, something I'd been looking for for a long time. People got into their characters. But for some reason, I just didn't get it. I still don't understand it. I created a character and couldn't play him right. I couldn't interact with the other players correctly. I finally switched to a new character, and ignored all the obvious cues to join the party in the interest of playing my character correctly (stupid of me -- I should have been able to adjust my expectations, in the interests of making the game fun for everyone else). The next session, I actually joined the party, but didn't fit in at all. The session after that, I came right on time, and found everyone already there, sitting in a circle. I was told that everyone agreed the game should end. They didn't say it was my fault, though it's kind of obvious I was at least a major factor, since I was the only one not invited to come early. I hope that, after they convinced me the game was over, they secretly got back together and continued without me.

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Re: What Would/Has Made You Quit The Game?
« Reply #34 on: July 23, 2012, 08:43:14 PM »
But i thought of a solution - not to win the case, because the case is actually unwinnable only from the material evidence (except if you cheated, or went for a hung jury and a mistrial...), but there actually is a way the lawyer player could've turned that loss into a win, he just didn't take full advatage of it, in my opinion.
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Offline Braininthejar

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Re: What Would/Has Made You Quit The Game?
« Reply #35 on: July 24, 2012, 09:39:42 AM »
Quote
tl;dr: I don't know why you left that game, i long for a game like that for a long time.

I think he has yet to find a player like you - I was probably the most "durable" of his players; after that group fell apart, I tried playing with him two more times - but those groups fell apart much faster.

Offline phaedrusxy

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Re: What Would/Has Made You Quit The Game?
« Reply #36 on: July 24, 2012, 09:49:28 AM »
Quote
tl;dr: I don't know why you left that game, i long for a game like that for a long time.

I think he has yet to find a player like you - I was probably the most "durable" of his players; after that group fell apart, I tried playing with him two more times - but those groups fell apart much faster.
Wow... that's a shame. I agree that he sounds like a great DM, for the right kind of group. I would definitely get into such a game.
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Offline veekie

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Re: What Would/Has Made You Quit The Game?
« Reply #37 on: July 24, 2012, 12:50:12 PM »
Quote
tl;dr: I don't know why you left that game, i long for a game like that for a long time.

I think he has yet to find a player like you - I was probably the most "durable" of his players; after that group fell apart, I tried playing with him two more times - but those groups fell apart much faster.
Wow... that's a shame. I agree that he sounds like a great DM, for the right kind of group. I would definitely get into such a game.
Likewise, but the key is the right group. Bad matches kill games.
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And to the mercies of a moment leaves; The vast concerns of an eternal scene.

Offline FlaminCows

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Re: What Would/Has Made You Quit The Game?
« Reply #38 on: August 15, 2012, 01:41:20 PM »
One big one for me are DMs that have far too much confidence in their house rules.

For example, one time I saw a post online advertising a D&D 3.5 game over Skype that needed a couple of new players. So, I joined, made a swordsage character, and immediately got berated by the DM for being a power-gaming munchkin. He told me that in his games character creation is done by telling him what theme or character idea we had and he would homebrew the class for us because clearly 3.5 is broken beyond repair and he will make sure everything is fair and balanced and a person pulling ideas out of their arse will certainly make a more interesting character than one building using the rules. Also rewards will be homebrewed and progression and skills and pretty much everything, which brings up the question of why he was calling it D&D 3.5 at all. I gave him the benefit of the doubt and checked what he made for the other players. Oh god it was terrible. The wording, the balance, the simple stupidity of the abilities themselves, everything. He was absolutely confident that he did it better than the books and was utterly furious that anybody dared claim otherwise.

That's an extreme example, but even much more sane and sensible GMs often made house rules and homebrew that shouldn't have seen the light of day. I've come to dread any time when a DM says "in my campaign, there will be some changes to the rules. . ." but, for all the difficulty it caused, it at least all had one benefit: I learned that game design is not as simple as some claim it to be. Seeing many people's homemade rules garners a respect for the work of professionals, and whenever a person berates some writer as being incompetent I always have a voice in my head reminding me that we see flaws much more clearly in retrospect, and that the person speaking would have done far worse if they were the ones who made the game. That's not to say that there isn't such a thing as a good house rule, of course, but I've found that the good house rules are more like errata done with the benefit of many years of playtesting. Dwarfs standing on the shoulders of giants.

Offline Soft Insanity

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Re: What Would/Has Made You Quit The Game?
« Reply #39 on: August 19, 2012, 05:30:40 PM »
Acceptance of infinite combos....and banning threats if you call the perpetrators on it.

This is why nobody should be playing 3.path online imho.  Had this occurred in real life, said player(s) wouldn't have even thought about attempting this (for fear of getting a book thrown at them).  As a co-dm who caught a player red handed doing this, it was basically easier for me and the primary dm (who was leaving anyway) to just let it go and hope the offending player would stop.

However, this wasn't the case and the final "epic battle" was quickly trivialized by the combo (fully half the players didn't get a turn!).  The thing I learned from the whole experience is this:  Don't bother planning any "special" encounters with munchkins.

My favorite part?  The offending player and his buddy (who's character he made) telling the primary dm that he "Can't do anything about our psionics...there is no counter for it."  They did this constantly and it was just in bad taste all around.  After using their abilities to do about 1000dmg in a "pseudo celerity" round, they offed the bad guy instantly.  Suffice it to say, these are the players who get psionics banned and RIGHTFULLY SO!  Anyway, that's my rant and this just happened a few days ago.  It's completely turned me off of the game as a whole.