Every player has sticking points. (Yes, you do. You may not have had your buttons pressed yet to know what they are, but you have them.). What are some things that are absolutely no-gos for you?I wasn't sure what the question really was, so I had to read through some replies before I "got" it.
Railroading. There is only One True Way to solve the scenario/adventure/scene/puzzle, and you must come to accept the OTW otherwise you'll be there until Hell Freezes Over.
There is one GM I will likely never play under again, because their games are most often on rails. They have the answer, and will rarely accept any other possible result.
I hate that. There is nothing that will make me walk out of a game sooner than the idea that when my character comes up with a solution that is not the same as the GM's, that it isn't just as valid, as possible as the OTW.
GM's who won't throw out the rules when needed. I think this lies with my first real introduction to gaming being an online game, and then the depth of the diceless gaming I did when I got a local group. If a GM isn't going to be flexible, then they're not for me.
This goes both ways, though. If the "House Rules" are almost as thick as the Players Handbook, then maybe it's time that we play diceless for a while, eh?
Okay, that was two GM things. Now a few player things.
I'll have to echo a few others here and say disrespect. I have been very fortunate in my gaming career and had good groups of GMs and players. But I can totally understand and sympathize, if not empathize, with those who have to put up with guys making fun of the "chick" in the group, and the character rape scenes mentioned in other WISHes.
I can't speak a lot more from personal experience, so I'll stop here.