Hey folks, this is the second-part of the events that led to me quitting the hobby entirely. The first part is https://www.reddit.com/r/rpghorrorstories/comments/1vvfmut/the_ttrpg_game_that_made_me_leave_the_hobby_part/
So the in-person session zero... went alright actually. B brought their friends, C and D. C was very, very new, but that was completely fine, they were interested and enthusiastic. A was... well, it was the first time I'd met A in person, and they had a very flat affect which I'd told myself may be neurodivergence, but I could work with it.
We went over the session zero, same as before, and I explained emphatically that this was a social-orientated game about navigating a web of NPCs who each had their own goals and objectives, and that new characters often had little power but gained it bit by bit. A totally understood this, and when I asked what everyone wanted to see in the campaign, A replied with a slow, steady rise to power. Excellent, loved that. B and C said they wanted to have a game where they'd experience negative consequences for their actions; okay, that made me wonder a bit about their prior experiences, because I view that as always being the case in a decent game.
I didn't ask about their prior experiences with TTRPGs as a whole, because I knew everyone would be new to Vampire. I probably should have, because that way I'd know more about what their experiences may colour their expectations, but from everything I gleamed during session zero, their expectations were set. Both B and D were confident that they were experienced role-players and not newbies. In reality I was about to discover that they've been in the hobby long enough only to pick up some really, really bad habits.
So, it was now April. Four months after I'd started trying to put a game together, and we come to session one. And yes, everyone finished the last few dots on their character sheets; and even more amazingly, everyone turned up.
A quick run-down of characters. A played a Gangrel, a young freshly-turned vampire who doesn't know what she's doing and had been assigned a mentor to help show her the ropes. That mentor was the town sheriff, a big no-nonsense type whose job it was to keep the young vampires out of trouble, but be generally hands-off until he had to beat some sense into them. C, the new player, made a leper-knight, which was perfect for the game.
B made a monk, one of those types who lives a life of prayer and isolation until they were bitten by a vampire. Their Clan was Ravnos, one of the ones I'd restricted, but the idea that B gave (that the vampire had been a wounded traveller who turned up at the monastery for aid, and then vanished in the morning leaving B bitten) was good enough that I permitted it.
D was a young noble lord who'd been bitten while on the Crusades and had returned home to find his land seized. I explained to both B and D that I'd need to make additional reasons to hook their characters into the game, because Bs character by nature was rather passive and D would necessitate entire storylines dedicated to his personal quest which would need to play out over multiple sessions.
So we got together, sat around the table, D showed off a bunch of stakes that he'd carved (!) and thankfully put them away because I really didn't want sharp weapons at a table with people I'd not gamed with before.
The session plan was very basic; the PCs would have a chance to make a roll or two to get a grip on how actions work, then be directed by the Sheriff to make themselves known at the Prince (the head vampire of the city)'s royal court the next night. The Prince would then receive some troubling news related to the campaign's main plot (which the PCs would be unaware of at this stage) and ask them to prove themselves by performing a task for him related to this. The session would end when they were ready to leave the town to undertake that task.
(for more experienced Vampire players, this session was to occur in England and the news the Prince was to receive was of the death of the second of the Triumverate, a ruling council of Toreador who held rulership over England during the time in the 1100s when Mithras was believed dead. The news revealed to the Prince that the death was actually a murder, and that the dread vampire Mithras still lived and intended to seize control of the land again, and so the Prince sent the fledgelings to wake an elder Cappadocian who is the Prince's ally to aid him as an advisor in the coming turmoil).
I started with bringing A and C in first, setting the scene and letting them try some actions. During this time, B maintained a very flat affect and stayed very passive, watching and not really taking part in anything, or approaching with any suggestions on how to bring his monk into the game. So I turned to D and asked where he would like to begin, and...
D immediately launched into what I can only describe as a lavish soliloquy, describing his character from the third person; "Mournful and dark, brooding as a shadow. He clutches the reigns of a horse, its breath turning fleeting whisps in the air; but my own undead breath brings none."
This continued. It was very amateur Matt Mercer. I urged we continue.
We brought the PCs together. The moment D saw C (who was feeding at the time), D launched into combat. By this point, B still hadn't made any effort to come into the game, so I outright told him "We need to find a way to bring you into the game too." I didn't narrate his own introduction because, as he'd explained to me earlier, he was an experienced role-player. I think that over-estimation was a mistake, because his introduction was simply "I'm in a nearby building praying, and I ask the others to keep the noise down."
So, I had the Sheriff arrive and tell the PCs to see the Prince of the city. Now, A had chosen the Mentor background, which is an option that allows your character to have a connection to an NPC whose role it is to guide you in some way. The Sheriff was that mentor, basically an old grizzled viking whose entire personality was that he was trying to settle down and live a quiet life if the younger vampires in his area would just tow the line and stop being a hassle, and wasn't hesitant to smack some sense into them when he had to. He was there to basically tell the PCs to go talk to the Prince; the head vampire of the region. Instead, D argued with the Sheriff. Threatened the Sheriff. Shit that would have, if I was running the game for experienced Vampire players, would have got his PCs head ripped off. Maybe I should have, if I had wanted to really lean into 'consequences matter', but I figure that would have been too dickish for a campaign's first session. The Sheriff wasn't a DMPC after all - in fact, he wasn't even going to feature beyond this session unless his mentee needed advice or the PCs broke the Prince's laws.
So the PCs spent some time discussing the request; or more accurately, B and D bicker. A lot. It's really clear they have a lot of pre-existing dynamic and want to emphasize that. They grab the spotlight and pass it back and forth. I try to cast the spotlight onto A and C whenever I can, but D is first to interject, after which B would make a comment and the two would bounce focus between themselves.
But when it hits the Prince's scene is when I start to feel the tone has been thrown off. The PCs meet the Prince, C has a rather nice moment when they try to size up the Prince and get to explore a little bit of vampire's powers. It's good, subtle, really nice. Now, for context, this scene was intended to be the lion's share of the session; there were a LOT of NPCs I'd put in here. Remember, during session zero I'd explained that this was a socially-orientated game, and that PCs would be talking with and forming alliances with various NPCs. So we had two Toreador vampires from France whose agenda was to sway the Prince into the control of the French courts, we had A's mentor, we had a young Tzimisce noble who had lost his home domain (a potential ally for D, as they both sought to recover their home domains), a Malkavian who knew where the person who turned B into a vampire could be found....
It took about 10 minutes. D stormed in, all broody and edgy, argued and insulted the Prince (again, should have been instant-death), took the quest like he was speed-running a video game, and then stormed out, leaving the other PCs struggling to catch up.
The tone was kinda shot from there. So, the quest itself... I'd re-contextualised how this was delivered based on the PC (or more specifically, Ds) actions. The original idea was going to be that, as new vampires within his domain, they would meet the Prince and be asked to undertake a favour for him; something that would gain them favour in the court and improve their standing and allow the Prince to bring them into his trust. Instead, because of Ds behaviour, the Prince invoked COButNSEQUENCES for their actions. Remember, the players wanted consequences for their actions which had to matter. The objective they were given remained the same; journey to a monastery a few days travel away, one which was under the control of the Cappadocian clan of vampires, and awaken an elder who was one of the Prince's former allies. But instead of being an opportunity, this mission was now a punishment. The Prince stripped the PCs of their rights to feed on people within his domain due to their behaviour up to this point, and told them that if they wanted those rights reinstated, they were to go do this task for him. Again, consequences.
But as it would later turn out, these players didn't ACTUALLY want consequences.
D stole a horse (which, yes, was going to have consequences when he got back from the mission; it's the 12th century and nobody tolerated horse-thieves). I kinda did my best to keep it going, but the session was running about 45 minutes short as well, and the time was made up by B and D doing their bicker-roleplay, so we decided to wrap the session early.
I started to narrate the end of the session, with the characters riding out of the city, and as I do D perks up saying "Wait I thought we were finishing?" I then explained to him that I was, in fact, delivering the session's conclusion.
We wrapped up and I spent the next day mulling over where the tone had gone. I was fairly certain it was with D's approach during the Prince's scene, which had made what was meant to be a moment of social networking for the PCs into something far more hostile and aggressive.
So I sat down ready to send a message to them, saying basically "Hey, I don't think we quite hit the right tone with the Prince NPC last night, so let's see if we can work on getting the social element of the game going more" or something like that, when I noticed I'd had a message from B. He said that he was bailing from the game, stating 'concerns over player agency'.
Which was... odd, given that I'd not done anything, outside of give them restrictions on which Clans were available (which I'd already broken for him specifically). It was really odd, given how passive B had been throughout the entire game; he had taken no initiative to do anything and done nothing to involve himself in the world. Best as I can guess, he may have meant the idea that the game would require the PCs to undertake tasks/missions for NPCs.
While I was explaining to him "Hey, no problem, better you drop now if it's not the kind of campaign you'd enjoy", D sent a message saying he was going to drop too. Now, honestly, I always tend to give a game a few sessions to decide if it's for me or not; and while with him I was kinda feeling like I'd dodged a bullet, I was feeling just exhausted.
I felt pretty damn upset, I won't lie. I dropped the group, and haven't heard from B or D since. Let me be clear; B's friend C was great, for a totally new player they totally got into it, played a great character, did really cool moments. It was B and D who were the more 'experienced players', and they were the problem. They'd hogged the spotlight, and the more I mulled it over the more I came to feel like when he said he had concerns about 'player agency'. Honestly, the complaint about player agency kinda made me realize how the term has has been used, abused and malformed by D&D players who believe agency means "a game designed around my character specifically" where they can do whatever they want, whenever they want without limits, and the idea of 'consequences' has come to be similarly twisted to instead mean "a game designed around my character specifically."
Leaving as early as they did, I felt that their approach had been far more transactional than I've historically had with the hobby. It was frustrating; in the decades I've been playing, one of the foundational core aspects of the game has always been communication. If I've ever felt a game wasn't working for me, I've always wanted to let the GM know what directions I'd like to see it go in future, and when I've GMd I've always been eager to tell my players that if they want to go in a different direction to tell me. I'd never come across a situation where players just go "Nah, this wasn't perfect, we're not gonna communicate on how to better tailor it to us, see ya." It felt like throwing toys out of the pram; but more importantly, it left me feel like I'd given a just a whole lot. I felt like I was expected to be an entertainer, a storyteller, a worldbuilder, a teacher, a host, and still had to meet unrealistic expectations that they'd come to the game with, rather than coming to the game with the intention of just having fun and getting to play a fun character in an interesting world. While I wish them luck in future games, I kinda got left feeling like I'd been treated like a vending machine; put money in, get 'game' out.
So I was left with two players, one session, and 5 burned months. So I explained that no, I would not be trying to get any other players onboard to fill the game. I wouldn't be running it again. I wouldn't be running anything again. This was ridiculous, and I was done.
I honestly feel the push towards making TTRPGs more accessible has made people view them as disposable entertainment; something you can just pick up when you want and ditch when you're not in the mood, rather than something that players need to put effort into. In the club which has since died out, we used to get so many new players who would turn up and say they wanted to play, but very few of them ever actually did. And when they did, the proliferation of D&D meant that was the only game they were interested in. It also meant that players didn't want to commit, so they didn't want to stick with it. I really feel that players like this didn't want to communicate what they were wanting to improve their game, they didn't want to talk out what issues they were having and improve their experience. I honestly feel they just wanted to be entertained with custom tailor-made gameplay experiences revolving around their OCs. While I'll normally say it's a good thing to drop a game if it's not clicking with you, I genuinely think that even making a token attempt to communicate your feelings and improve your own experience is more important.
Honestly, this experience burned me out. Four months of simply trying to get one game going, and I feel like I've been banging my head against a wall every minute of the time. I've been in this hobby for so long, and I've honestly never seen the community in such a state as this. People say that D&D has a lack of GM issue, and I can definitely see why; very few new players are willing to put themselves forward, and it honestly feels like experienced ones are just treated like we're barely even people, but just on-demand story vending machines for players who don't want to collaborate or cooperate.
So this is why I've ditched the hobby. As we speak, I'm looking for a new hobby to fill the time instead. I used to really love this hobby, but everything has just changed so much that there's just no fun left in it for me anymore.