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AD&D DMG, on fudging
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<blockquote data-quote="Votan" data-source="post: 5165966" data-attributes="member: 18680"><p>My theory (and it is only a theory) is that there are two broad approaches to D&D and that, depending on which one you use, the issue of fudging is very different. </p><p></p><p>The first is a wargame approach where the DM creates a series of challenges to overcome. Here fudging the dice looks a lot like cheating -- the challenge of thwarting a tough encounter is gone if the DM makes it too easy. Conversely, to lose in an encounter due to DM fiat is pretty lousy.</p><p></p><p>The second is story-telling. Here, the idea is to tell an interesting story first and to have neat combat challenges second. Knights of the Old Republic is just as good of a game if, occasionally, one has to reboot after a failed battle. Babylon 5 would have been a much worse series if Sheridan had died from a freak accident in the middle of Season three due to a lucky strike by thugs. </p><p></p><p>Here randomness is used to make the story go in unexpected directions not to completely derail the plot. Here, I would argue, fudging is completely reasonabel if the makes the story and experience better. Doing this in practice is pretty tricky but I am highly sympathetic to good faith errors on the part of DMs who are trying.</p><p></p><p>I suspect that much of the issue arises when players and DMs are not on the same page with respect to the the approach to the game. I have played (and enjoyed) both styles.</p></blockquote><p></p>
[QUOTE="Votan, post: 5165966, member: 18680"] My theory (and it is only a theory) is that there are two broad approaches to D&D and that, depending on which one you use, the issue of fudging is very different. The first is a wargame approach where the DM creates a series of challenges to overcome. Here fudging the dice looks a lot like cheating -- the challenge of thwarting a tough encounter is gone if the DM makes it too easy. Conversely, to lose in an encounter due to DM fiat is pretty lousy. The second is story-telling. Here, the idea is to tell an interesting story first and to have neat combat challenges second. Knights of the Old Republic is just as good of a game if, occasionally, one has to reboot after a failed battle. Babylon 5 would have been a much worse series if Sheridan had died from a freak accident in the middle of Season three due to a lucky strike by thugs. Here randomness is used to make the story go in unexpected directions not to completely derail the plot. Here, I would argue, fudging is completely reasonabel if the makes the story and experience better. Doing this in practice is pretty tricky but I am highly sympathetic to good faith errors on the part of DMs who are trying. I suspect that much of the issue arises when players and DMs are not on the same page with respect to the the approach to the game. I have played (and enjoyed) both styles. [/QUOTE]
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