Vent my friends. Let me hear your worst DM stories.


Gamer Life General Discussion

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DrDeth wrote:
kyrt-ryder wrote:
I once had 'that GM' who thought Sneak Attack as written was Overpowered.

There's a tiny sweet spot for SA when they get 3 dice. It can be powerful. Then it's gone.

Surprising how many newish DMs' complain about sneak attack ruing their game.

I find it's two things: First, when you start off on 3.X it takes a little bit of time to come to grips with how to stack the flat damage bonuses, and until you do, sneak attack looks powerful.

Secondly, dice look and feel impressive. Rolling a pile of dice feels more exciting and powerful than a flat damage bonus, because it is tangible and random, and a lot of people go with their gut instinct rather than their head.


For people who think the more dice the better I have a lovely misfortune hex so they can make all their d20 rolls twice. *cackles*

Actually I do like sneak attack, but it's far from being overpowered.


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I once sat in on a game where 2 rounds of combat took 4 hours I have never been so bored in my life. It didn't make since to me at the time It was a pirate like campaign so it was a ship battle and apparently the last game they played they were boarded. the players went and took their turn at a reasonable pace. then they would talk and chit chat while the DM did something for the rest of the time. I was told later that apparently he rolls hit and damage for every NPC and character that is off screen as well.

None of the players were upset by this presumably because that is the pace they are used to.

The other confusing thing was some players were playing 12th level characters while one player was playing a level 1. I was told he had a 6th level but accidentally ran into a room where the boss had a readied action with disintegrate and killed him instantly. apparently was meant for the 12 level characters. The DM made him make his new character at level 1.

I have never seen a worse game then this. I was a guest so i kept my mouth shut but OMG! yeah needless to say I never went back to that game.


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Unfortunately, I've seen much worse. I've been on similar games and I was bored as hell.
In a story I once GMed I only gave experience to the players that came to the sessions so the characters had some level disparity. I'm never doing that again. The players who didn't came so often lost interest as their characters were weaker and started missing more sessions. They stopped enjoying because of the level disparity. Not cool. (When most players were lvl 20 they were around level 17).


did I mention he was balancing encounter for level 12's and blaming the 6th level fighter player for dieing, or at best blameing luck.


Kileanna wrote:

For people who think the more dice the better I have a lovely misfortune hex so they can make all their d20 rolls twice. *cackles*

Actually I do like sneak attack, but it's far from being overpowered.

With a party of non-optimizers, SA can look powerful for a few levels.


In a superheroes game a while back, I played a character whose main power was he could fly really, really fast. He was probably the weakest character in the group in combat, but being able to get to places super fast was pretty useful and I loved the character.

After several months our GM reviewed his campaign notes (he was the type who kept extensive notes about his homebrew world) and realized there wasn't a single NPC with super speed. Due to an oversight, I was the only speedster in the entire world. I was like "Cool, I made a special snowflake without even trying!"

Unfortunately, our GM was the ultra competitive kind, and he just couldn't stand a PC being better than his NPCs at anything. I suggested he just create a new speedster supervillain, but he didn't want to for whatever reason, and decided to take away my character's only superpower instead. My character went from being fast enough to escape Earth's gravity, to barely keeping up with a news helicopter. It was embarrassing.

Even worse, I had no way to explain why my character suddenly lost 90% of his power. So I quit and never played with that GM again.


HeHateMe wrote:

In a superheroes game a while back, I played a character whose main power was he could fly really, really fast. He was probably the weakest character in the group in combat, but being able to get to places super fast was pretty useful and I loved the character.

After several months our GM reviewed his campaign notes (he was the type who kept extensive notes about his homebrew world) and realized there wasn't a single NPC with super speed. Due to an oversight, I was the only speedster in the entire world. I was like "Cool, I made a special snowflake without even trying!"

Unfortunately, our GM was the ultra competitive kind, and he just couldn't stand a PC being better than his NPCs at anything. I suggested he just create a new speedster supervillain, but he didn't want to for whatever reason, and decided to take away my character's only superpower instead. My character went from being fast enough to escape Earth's gravity, to barely keeping up with a news helicopter. It was embarrassing.

Even worse, I had no way to explain why my character suddenly lost 90% of his power. So I quit and never played with that GM again.

That is probably what I would of done too.


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I haven't had anything quite as bad as most of the entries here. My worst GM was way back in college, we had someone who was running the old Robotech RPG. He would have us spend several hours building characters with backstories and specializations and connections with each other. Then, the game would start, and within 15 minutes we'd all be dead. And then he would berate us about how stupid we were and all the mistakes we made (some of which were not knowing things that our characters would know in character but we didn't in real life). Some of us actually went back for a second session, figuring the first one was a fluke. Nobody went back for a third. I ran into the GM later on, he had a new rule set that had just been released but strangely couldn't find anyone who wanted to let him run it.


HeHateMe wrote:

In a superheroes game a while back, I played a character whose main power was he could fly really, really fast. He was probably the weakest character in the group in combat, but being able to get to places super fast was pretty useful and I loved the character.

After several months our GM reviewed his campaign notes (he was the type who kept extensive notes about his homebrew world) and realized there wasn't a single NPC with super speed. Due to an oversight, I was the only speedster in the entire world. I was like "Cool, I made a special snowflake without even trying!"

Unfortunately, our GM was the ultra competitive kind, and he just couldn't stand a PC being better than his NPCs at anything. I suggested he just create a new speedster supervillain, but he didn't want to for whatever reason, and decided to take away my character's only superpower instead. My character went from being fast enough to escape Earth's gravity, to barely keeping up with a news helicopter. It was embarrassing.

Even worse, I had no way to explain why my character suddenly lost 90% of his power. So I quit and never played with that GM again.

Yeah, and the new supervillian that happens to have a similar/countering power set for the hero to overcome appearing via something like a portal, freak accident, etc. is really on trope for a superhero game... you handed the GM a perfect plot!


MeanDM wrote:
HeHateMe wrote:

In a superheroes game a while back, I played a character whose main power was he could fly really, really fast. He was probably the weakest character in the group in combat, but being able to get to places super fast was pretty useful and I loved the character.

After several months our GM reviewed his campaign notes (he was the type who kept extensive notes about his homebrew world) and realized there wasn't a single NPC with super speed. Due to an oversight, I was the only speedster in the entire world. I was like "Cool, I made a special snowflake without even trying!"

Unfortunately, our GM was the ultra competitive kind, and he just couldn't stand a PC being better than his NPCs at anything. I suggested he just create a new speedster supervillain, but he didn't want to for whatever reason, and decided to take away my character's only superpower instead. My character went from being fast enough to escape Earth's gravity, to barely keeping up with a news helicopter. It was embarrassing.

Even worse, I had no way to explain why my character suddenly lost 90% of his power. So I quit and never played with that GM again.

Yeah, and the new supervillian that happens to have a similar/countering power set for the hero to overcome appearing via something like a portal, freak accident, etc. is really on trope for a superhero game... you handed the GM a perfect plot!

Yep, I thought so. Too bad you weren't the GM for that campaign!


It is (mercifully) not my story, but behold the Worst GMPC Ever and the Worst Homebrew Ever: Marty and the System Undermining Everything.

An epic tale of player ingenuity, GM blockheadedness, canon defilement of ALL the fiction (ALL OF IT), Cthulhu, and increasingly large chunks of physics being banned.


Got two stories. The first was first ed where the DM actually asked me to play a Cleric of Tiamat. Clerics being my favorite class then said no problem. Two seconds later had the concept scale mail wearing with heavy shield wielding a morning star kicking ass in her glory. Tiamat was queen of all evil dragons and ruler of the first plane of hell. Now officially she wasn't deity so she couldn't grant spells but I knew in Dragonlance campaign setting she could being a full fledged deity and knew of suppliments that discussed this idea. So I was first shocked then angered when my GM said no to all this and made me a female Barbie wearing chainmail and having just a knife and no spells either. I of course complained suggesting several ideas quite reasonably to his he said no to them all and said it will be fun. End of the first adventure our party of three were about to be captured by the city guard. I looked to the GM and told him I'm pulling out my knife and slitting my characters throat. He whined seriously actually whined why? I told him why not being polite and telling him never ever tell me to make a character or how to. He did it a second time I quit.
More recently in Pathfinder a friend of a friend joined us. Most of the group found him annoying. So we allowed him to be GM give me and another GM and me a break. Both campaigns he refused to tell us details of what the campaign was except his friend. So when we kept getting screwed over he didn't see anything wrong with not telling us anything. His friend always seemed to have the solution to whatever problem we had because he knew what was going to happen. What really pissed us all off was his friend not only knew what was going to happen but had magic and was at least a level or two higher then the rest of the party.


My first (and worst) GM ran a campaign that had 6 people. The wizard and the fighter of the group started fighting over things in game. The GM was best friends with the wizard so he took it out on the fighter. Usually this meant having his expensive equipment ruined. We joked that if we sovereign glued his armor to him, the GM would make it rain universal solvent.

It didn't get really bad until the second campaign we did. (He was the only GM on campus with a spot free.)

The next campaign followed from the first one. The wizard and fighter had become demigods in the meantime. The GM ruled that the wizard who had become the demigod of protecting the timestream (our characters had time-traveled so it wasn't really out-of-place) and had a respectable following.

The Fighter had become the demigod of winter and mercenaries because he had become a demigod by killing an evil winter god that made it snow all the time. The winter god was trapped near a city called Winterfall because the evil god made it winter all year round due to his presence. After the Fighter killed him, the city had a milder, more temperate climate. This somehow crashed their economy which had been solely built on exporting ice to the Dwarves. This is despite the fact that the Fighter and Wizard killed the evil god 500 years in the past due to aforementioned time-travel. I repeat: the economy of Winterfall had not recovered in 500 years.

My character in this campaign was a lvl 7 cleric of the Fighter God. It was decided that I was technically the most powerful cleric of this religion because "mercenaries wouldn't need a god especially one that was LN." Thus I suddenly became high priest and decided to build up the church just to spite the GM.

The Fighter's player, meanwhile, decided to play a summoner with an Eidolon that was because a Machamp with wings and poisoned claws. This was a huge mistake.

When the summoner tried to buy something from a shopkeeper, the shopkeeper was horrified and threw him out. After a lot of arguing, the player decided to compromise and de-summon the Eidolon. This wasn't good enough and he was still kicked out. This was happening in the Dwarven city we were in which only allowed non-Dwarves in one sector. The shopkeeper decided that merely throwing him out of the store wasn't enough. He sent an assistant out to every single shop and inn to tell them about the Summoner. He was banned from every store and almost every inn. The only inn he was allowed in was the shady as hell one. I was the only one who accompanied him to that inn and stood by him. The rest of the party were either fed up and on the verge of quitting or GM pets.

The rules for how to control Eidolons hadn't come out yet so there was a night-long argument about who got to control him. This arose after the player used his Machamp to set off traps rather than risk the life of the ninja. The GM rule zeroed him and took control of the Eidolon away. He then ruled that his Eidolon hated him. The Player decided to scrap that character because he was now unplayable and introduced a sorcerer but the campaign and our time with that GM died shorty thereafter.

TL;DR version: A GM had a beef with a player so he restructured his whole world to screw over both of his characters.


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A group I once played with had a guy that had been asking to GM for several months. Supposedly had this great idea for a campaign. We were playing 1st ed AD&D if I remember correctly. The first two or three game sessions of the campaign got off to a good start. The plot was interesting, the NPCs were well detailed and believable, and the encounters were interesting and challenging. Then one evening as our characters were setting up camp he asked for saves vs poison from everyone. We all failed. He describes how we are all doubled over with intense stomach pain and fall to the ground curled in a fetal position. While we were incapacitated an enemy scout who had been spying on our camp alerted his compatriots who came and killed us all while we were incapacitated. We asked the GM how in the world we got poisoned. His response was that our characters had been traveling for two weeks in game and none of us told him we were going poop in camp each night so the extreme constipation from not doing number 2 for two weeks finally caught up with us. He couldn't understand why we were all furious with him and didn't want to make new characters to continue his campaign.


I'd have beat the poop out of him.


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DungeonmasterCal wrote:
I'd have beat the poop out of him.

To this day I don't even know what prompted him to do that. He'd never given any indication he found the lack of rules for bodily functions to be a problem. He never, as a player, stated his own characters was out fertilizing the forest. He didn't tell us he was tracking that sort of thing before the campaign started. We would have made sure he knew that wasn't acceptable if he had. It just came completely out of left field.


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That's... just weird.
I favor a realistic view of the gaming world but that's too much.

I remember in RoW that we were guests as a fortress where we were still not trusted. So we were told not to leave our room. My PC remembered bodily functions and asked about what they could do if they wanted to go to the toilet. They gave us a couple of buckets.

One of them was filled, the other one empty. To avoid spilling the one that was too full I commanded my unseen servant to put some of the content into the other bucket. The GM rolled for the unseen servant, natural 1. Everything was spilled all over the room and my character tried to fix it by spreading a perfume that they had looted before, resulting in a very foul smell.

Not venting about the GM, just remembering a fun story.


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Kileanna wrote:

That's... just weird.

I favor a realistic view of the gaming world but that's too much.

I remember in RoW that we were guests as a fortress where we were still not trusted. So we were told not to leave our room. My PC remembered bodily functions and asked about what they could do if they wanted to go to the toilet. They gave us a couple of buckets.

One of them was filled, the other one empty. To avoid spilling the one that was too full I commanded my unseen servant to put some of the content into the other bucket. The GM rolled for the unseen servant, natural 1. Everything was spilled all over the room and my character tried to fix it by spreading a perfume that they had looted before, resulting in a very foul smell.

Not venting about the GM, just remembering a fun story.

And this is what prestidigitation is for =D


Witches cannot pretidigitate and our wizard was a serious folk, so he didn't prepate it.
I renamed my unseen servant as useless servant after that.


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Poor unseen servant. Its fetch this, carry that, clean this, and wash that. Then you spill one little chamber pot all over the room...


If I want to summon something competent I summon a lillend. In RoW I considered sharing my loot with the summoned lillend, as useful as she was.


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I may have told this before but the worst GM fail story I've seen was actually my own. I was fairly new to GMing and was running an evening session, we had a long 8 or so hours to fill and people had travelled a fair way to get there.

I was running a pre-written module about murders set in a roadside inn. Lots of intrigue and suspicion, lots of suspicious NPCS where essentially the players discover who are cultists of an evil god.

The first encounter was in the taproom of the coaching inn having just arrived. The Pcs introduced themselves to each other then I described the taproom to them.

"A noble and his wife, two dwarven craftsmen, a stern looking roadwarden and a group of three cultists..."

I then paused. Looked at the players, they looked at me. I looked at them and then I just bent down and rested my head on the table quietly. With nothing else prepared and too little experience to wing it we just ate and chatted for the rest of the night.

I stick to preprepared notes now, instead of summarizing text on the fly.


I've done that very thing... lol


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When I was just starting out I was running a AD&D module and trying to describe a room to the players and they weren't understanding and asked me to map it out. So I did, including the secret door <facepalm>.


The Sword wrote:

I may have told this before but the worst GM fail story I've seen was actually my own. I was fairly new to GMing and was running an evening session, we had a long 8 or so hours to fill and people had travelled a fair way to get there.

I was running a pre-written module about murders set in a roadside inn. Lots of intrigue and suspicion, lots of suspicious NPCS where essentially the players discover who are cultists of an evil god.

The first encounter was in the taproom of the coaching inn having just arrived. The Pcs introduced themselves to each other then I described the taproom to them.

"A noble and his wife, two dwarven craftsmen, a stern looking roadwarden and a group of three cultists..."

I then paused. Looked at the players, they looked at me. I looked at them and then I just bent down and rested my head on the table quietly. With nothing else prepared and too little experience to wing it we just ate and chatted for the rest of the night.

I stick to preprepared notes now, instead of summarizing text on the fly.

Oh I've been there friend...more often then I would like to admit.


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Just because they're cultists doesn't mean they're the bad guy.

I've actually used cultists as a red herring to the actual murderer in a mystery adventure, before.


I sympathize Sword. My first time was in first ed through what would be like a four module series. Now the two players had more experience as GMs yet neither was helpful, quite the opposite. In one module the players are supposed to go around this lake to the modules bad guy. Being young sixteen I think and naïve I had no answers as to why not just sail across the lake and confront the bad guy then and there. What was worse I couldn't convince them to help me be a GM. Later both admitted they didn't think I could ever be a GM and wanted to curtail any further attempts by being nightmare players.
I didn't attempt to GM for years eventually using another game system and then moving on to Pathfinder.


Those guys were jerks.


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I'm sure there is a Knights of the Dinner Table sketch where Bob dms for the first time
And describes a room with a pit trap covered with a carpet...

.. that or my selective memory is concealing the fact that this was also me.

I've been lucky that I play with long term friends and family. That has to be easier than balancing a flgs game.


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I've never had that kind of mistake but I sometimes change important events because I misremember them. And to avoid having to tell my players «I made a mistake, what I said wasn't true» I go on with my version of the event. Sometimes it even makes a better story but another times I have to make a lot of improvised new changes to fit what I have told to the players.

Then when the campaign is done and it's something prewritten there is a chance that a player reads it and tells me: «but this was different on your story». I always answer the same: «I thought it would make a more interesting story like that.»

But the truth is that I tend to misremember things.


I recently DM'd for the first time and after what happened, I think it qualifies for this thread.

The world was set to be relatively low fantasy (no resurrection, no long range teleportation, etc). Because of this, I decide to use Sphere of Power from Drop Dead Studios and the playtest of their upcoming product Spheres of Might.

The first encounter is a group of six level 1 kobolds armed with little more than leather jerkins, slings and spears. Shouldn't be too much of a problem for a party consisting of four level 3 characters right? The dice had other plans that night.

The combat started with both sides aware of each other. Most of the PCs act first and open up with some decent hits on the flatfooted spearmen. The kobolds go next and that's when things start to go bad. Normally there would be no problem but the kobold slingers are built with an ability that provides an effect similar to the Rapid Shot. Given their relatively low attack bonus (I think they needed a 13 or higher to hit most of the PCs), and pretty low damage (1d3+3), this seemed okay. Unfortunately, throughout the next couple rounds, the kobolds never roll lower than a 15, including a confirmed critical so some of the PCs decide to back off and take cover around the corner.

The remaining two PCs however, are then left to be pelted by the barrage of sling bullets. Once again, the kobold slingers continue to hit all of their shots and one of the PCs ends up with 0 hitpoints, leaving him staggered but still conscious and identifiable as a threat to the kobolds. The spearmen went next. Ordinarily I would have had all of the kobolds target others out of mercy and for the most part, I did, but this particular character was still engaged in melee with one of the spearmen and he would have had to eat an attack of opportunity to go after anyone else. Because of this, I thought that it just wouldn't be plausible for the kobold to put himself in harms way because of a metagame reason so I had him attack anyway. He had a low attack bonus and would need to roll max damage to kill him. I nervously rolled the attack roll and all of the players watched eagerly in anticipation*. As it turned out, the dice had an insatiable bloodlust so of course the kobold in question not only hit but also rolled maximum damage, killing the character.

*I'm not a fan of fudging dice. I don't knock people who do it and understand their reasons for it, it just isn't my personal preference even as a player. Also, since I rolled in the open up to then, it would have looked very suspicious if I decided to roll away from prying eyes.

Tldr; I accidentally killed a PC in the first encounter in my very first session as a DM.

Grand Lodge

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Ouch, getting killed by 6 kobolds when you're level 3. The dice are funny sometimes.

Curious, how were the kobolds slings doing 1d3+3 though? Did they all have 14 strength and point blank shot? Cuz those are some beefy kobolds then considering they can only start with a max of 14 strength due to their racial -4.


They had 14 strength and Point Blank Shot, yes. The reason it was that high is because I use different racial modifiers for them since I have a player who is playing as one:

+4 Dex -2 Str -2 Con

I believe I also gave them Energy Resistance 5 appropriate to their scale colour (green in this case).


I haven't thought about this story in years, but one of the posts above just triggered the memory....

Years ago, I was out at a bar with a couple of guys from my gaming group and a few other friends, and because I was (am) a huge nerd, I started prepping the next session's dungeon crawl with a pen and bar napkins. The other people I was with were laughing at this, but in a good-natured way.

Come gaming night, I pull out the bar napkins (one napkin for each room... dungeon tiles! I was ahead of my time!) and lay them on the table weighted down with dice. The people in the group that weren't at the bar were very leery about their dungeon map, and in retrospect, the sketchy ink on crumpled napkins probably didn't instill them with a lot of confidence. Then before too long, I spent too long sifting through the stack of napkins looking for the correct room, and one guy offered, "Hey, you know, I've got a lot of experience as DM, and I could do that tonight, if you want." Most of the rest of the group jumped on this opportunity, and the new DM took over, completely ignoring everything the group had done so far, that night.

The rest of the group was a lot happier, and I don't blame 'em.


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Jack of Dust wrote:

I recently DM'd for the first time and after what happened, I think it qualifies for this thread.

I don't think that you did anything wrong. Sometimes the dice run hot. Sometimes characters die.

Grand Lodge

The stuff about overpowered opponents reminds me of some stuff I've heard. This one didn't happen to me, but I heard of a GM who, against a 3rd level party, sent *multiple* (I think it was 3 or 4) Tarrasques, "to set a challenge".

Closest thing to that that I've ever done was to send a monster that's almost invulnerable with near-Tarrasque-level of regeneration. In my defense, this was a skill based system, before there was a bestiary and a CR-ish system for it. Later, when the bestiary came out, I found out for sure that this was around the 2nd or 3rd most dangerous thing in the setting that still has stats and doesn't run on pure GM fiat.

At the time I was trying to nerf my GMPC, which tended to carry the party trough battles too many times for my taste. The players didn't really show signs of having a problem with it. It was not that the GMPC was something special, I always rolled extra fairly for everything she did, it was just a combination of heavy weapons and aggressive disposition, which tended to make for lots of shredded enemies. Until they met something unshreddable, that is.


OK, so it's this story about people going against frost giants... they roused the guards, tried to stop them with a web spell, and the DM ruled the webs were too flimsy so that when faced with them, the giants just barged through and caused casualaties. Wast the DM a douchebag, or was he right to do it?


Klorox wrote:
OK, so it's this story about people going against frost giants... they roused the guards, tried to stop them with a web spell, and the DM ruled the webs were too flimsy so that when faced with them, the giants just barged through and caused casualaties. Wast the DM a douchebag, or was he right to do it?

To a certain degree, that's fine. Creatures moving through a web have to make a combat maneuver check and beat the web's DC. Frost giants have a CMB of +20 vs the DC of the web which is 12+the caster's stat bonus. Ultimately, they're pretty much going to barge through (unless that caster has at least a casting stat of 28 and the giants roll very, very poorly), but since it's difficult terrain, they'll do so at half speed.


half speed for the leading giant, not the rest of the guard body... there were a half dozen of them, and the mage was trying to stop them so the party could evade... instead everybody ought to have ran to max possibility, as they would likely not have exited the area they were guarding (or so I think) .


Repost!

Kileanna wrote:

What I'm telling now was one of the most frustrating experiences ever for Dalindra. We were invited to take part of a homebrewed setting with fully homebrewed rules. The GM was a pretty nice man but we had never played with him and didn't know how he was going to be as a GM. He was the worst GM we've ever had. We didn't get to roleplay our characters or take decissions, just roll dice. He described everything that our characters did, like coming into a trap without noticing and never gave us a chance to say that we looked for traps. In combat he had his GMNPC who solved everything and who attacked whenever we tried to negotiate. He said about a player who left: «I'm glad that he left because his character was going to be too strong and I was going to kill him in the first session». The player had left BEFORE we started playing so that means the GM allowed him to create his character just to kill it. About mine he complained a lot about being too powerful because he dealt about half the damage his GMNPC dealt.

But Dalindra took the worse part: he wanted to play a caster character and the GM was OK with it. He also chose to play a sort of doppleganger who was very weak physically but subtle and smart. A good choice for a spellcaster.

So what did the GM do? After the character was created, he told Dalindra that he wasn't going to introduce magic on the first sessions because it was too complicated so he gave his character a dagger so he could defend himself. As he thought being able to shapeshift was also OP, he changed his own rules for shapeshifting so he could only do it if he rolled a natural 20, and even then it was a flawed transformation that could easily be identified as a doppleganger.

Dalindra asked for picking a different character if he wasn't going to be allowed to use magic but the GM wouldn't let him as he had already prepared everything and making a new sheet would be time consuming. So he spent the 3 sessions we lasted before he quit the game trying to stab enemies and failing all the attacks.
He was so frustrated that he tried to suicide his PC sending him in foolish attacks but the GM always had his GMNPC saving him or just forbid his course of action.
It was a really awful game.

Kileanna wrote:

I don't even know why we lasted 3 sessions. Maybe because the GM was awful as a GM but a very nice person and I wanted to give him an opportunity.

I don't even remember if the story had any plot at all. We went on a trip, fought enemies, camped, spotted something at night, fought, encountered a cave with a sleeping dragon that we weren't supposed to fight, frontally attacked it trying to get killed, were saved by the GMNPC and quit the game. That's all.

Edit: Just to point out how frustrated we felt, Dalindra and I never had tried to get our own characters killed and never tried again on further games. We are against it. We did it just that time out of sheer desperation. It was probably something stupid to do.


Then there's the tale of the DM who force converted my cleric from his normal god (Thor) to a ridiculous deity of his own invention


Please, tell that.


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Not much to tell... my cleric of thor was with the rest of the party when we came across some monsters we really did not want to fight (we were level 1 or 2 in AD&D and it was something like ogres or actual giants) so we hid and my character prayed we'd not be found... the DM rolled dice, and told me that my prayer had been answered, but by a god that I didn't know (South, God of all things Southern, complete with a Southern French accent) and that as a move of gratitude I had to convert to his worship.

Needless to say, as soon as the game, or should I say session, was off, I took out the XPs and loot and put my character back on the market as a cleric of Thor... I'm happy to say he managed to rise to level 9 and ended his career as an Über cleric of Thor, complete with Belt of Fire Giant Strength, Gauntlets of Ogre Power and Hammer of Thunderbolts... a shame he found no more games after that


Kobold Cleaver wrote:

Ooh! I finally have one of these stories! It's a long one, though.

So a few terms back, I seized power in a bloody coup mild-mannered takeover of our community college gaming club. After the first session. Yeah, the old founder had a lot on her plate and did not seem ready to run (the first meeting had about twelve people in one game, and it was as nightmarish as you'd expect), so she resigned and I took over because nobody else was interested. The thing was, though, she'd already agreed to let another groupmember run her game on the off slot. Apparently, she's trying out an RPG she designed based on some manga or anime series. Cool! What better place to test out an RPG than at a group where most people aren't super attached to existing games, after all?

I spent a while wondering whether or not I should link the site she sent us. I think I will, as I can't see the harm. So, here's the site. For those who don't want to look at the site, I'll explain. We were confronted with a messy, unbalanced system too closely linked to D&D but not close-linked enough to make sense. The character sheets were four pages long and full of rulesets that didn't seem to apply. I was, to be frank, worried. And then we played in the first session.

I was playing an intelligent skeleton, which was plenty of fun just on its own (who doesn't like talking skeletons?). The first encounter had us all—individually—being approached by an old man with a quest for us. As soon as we tried to ask him what was up, he teleported us to another world. Uh-oh.

We appear by this town, now in magic land. The thief's player, wanting to be thiefy (and kind of troublesome), tries to rob a store and gets inta-teleported outside town. And now there's a magic wall blocking him from reentering. And anybody who goes out to find him is likewise stuck. Now, he kinda deserved to get put in his place, don't get me wrong, but I feel bad for excluding him from the action. So I try to help him dig a...

As the thief in this campaign, I can also weigh in here, first off, no hate to the person as a person but OH GOD!!! I have never played a more disorganized, confusing, and downright baffling system in all my years of gaming. Okay, some context for my POV:

I decided to play a Kobold thief, apparently kobolds are bug men that can turn invisible in this setting... Umm, ok, sure, why not? I start off with a flintlock pistol, being specialized in firearms,I figured I have to start somewhere (She never let me upgrade guns, like, ever.) So, my character was also a mute, apparently a inherent racial kobold thing, I also decided to make him a kleptomaniac for a fun character flaw, So when we get to the city,I spy a shiny pair of SMGs, I try to steal them, keep in mind, I rolled really well, but nope, can't have a thief around! I get ported out of the city along with a Dragon and pixie PC, we go off and get drunk because anything was more fun than this "adventure", we get to the place where evil zombie lady is, now, I just have written off this game as a loss but come to hang out with the friends I made at the group. Eventually we find 3 macguffin hammers and zombie lady gets the drop on us, I cant fire my pistol except at a minus 13 even though Im point blank, this was for some not described reason, when I asked why, she said "Want me to roll to see if it misfires?" I concede, attempting to stab her, after a few rounds she runs off, next session Im beyond the point of wanting to figure out how to save her and just want this game to be over so we can go back to Pathfinder, so when we defeat the Zombie Sorceress in a space station orbiting Asgard using three magical god-hammers, (Yes that was a thing) I coup de grace her before she can teleport away, I can tell the DM is mad at me, but it wraps up. Oh, and she proceeded to be extremely disruptive at the Pathfinder sessions, asking party members to pay her to put a gem acting as a key into the corresponding slot in a coffin to progress the freaking plot. she hasn't shown up anymore and for that I am thankful, I can forgive the unpolished game, but the DMing style and the disruptive crap in another person's game pissed me off.


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Klorox wrote:

Not much to tell... my cleric of thor was with the rest of the party when we came across some monsters we really did not want to fight (we were level 1 or 2 in AD&D and it was something like ogres or actual giants) so we hid and my character prayed we'd not be found... the DM rolled dice, and told me that my prayer had been answered, but by a god that I didn't know (South, God of all things Southern, complete with a Southern French accent) and that as a move of gratitude I had to convert to his worship.

Needless to say, as soon as the game, or should I say session, was off, I took out the XPs and loot and put my character back on the market as a cleric of Thor... I'm happy to say he managed to rise to level 9 and ended his career as an Über cleric of Thor, complete with Belt of Fire Giant Strength, Gauntlets of Ogre Power and Hammer of Thunderbolts... a shame he found no more games after that

I get that the God swap was a bit ham fisted by the GM, but I cant tell you how much fun id have with a God of French Southern background mon ami :)


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Not unless I played solely with that particular DM, which I had no wish to... plus I myself am more of a Northern/ Breton Frenchman, so things Southern are a bit foreign to me...


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Klorox wrote:
Not unless I played solely with that particular DM, which I had no wish to... plus I myself am more of a Northern/ Breton Frenchman, so things Southern are a bit foreign to me...

I can understand it, as Southern Spaniards seem a bit alien to me too xD

I had a French teacher who loved rap and to teach us he brought songs of a breton rap group called Manau that had some celtic/folk influences. I never liked rap a lot, but I guess it appealed to my celtic heritage because I really enjoyed their songs. Now everytime I hear from Bretagne I think of Manau and my French teacher. He also said that Bretagne was the French Galicia xD.


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Celtic descendants unit...! (yep, some Celt blood here too)

I feel we all need a Celtcon...grove tested, druid approved :)


As a Breton, I feel that manau's place is in the trash bin of music... the folk "influence" they had was making crap based on better work than theirs.

but as a Celtic area located at the Northwestern tip of the country, yes, I can see the similarity between the two, there are even some musicians I like who play the gaita.

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