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<blockquote data-quote="Aldarc" data-source="post: 7753703" data-attributes="member: 5142"><p>Interesting and entertaining read. Luke Crane's discussion on running Holmes/Moldvay basic adventures had me curious about going back through Keep on the Borderlands, which happens to also include a section on being an effective Dungeon Master: </p><p>The dungeon master guide in this classic adventure does not say that the DM can or should fudge. My reading is that the DM's position as judge is contextualized rather than unilateral. The assertion that "the Dungeon Master's word is law!" is, for example, contextualized within a discussion on arbitrating player disagreements and arguments, whether that is between players or the players and the GM. </p><p></p><p>It says that the DM will act as a judge, arbiter, and final word when situations arise that are not covered by the rules. Fudging, however, more often than not occurs in cases that <em>are</em> covered by the rules. The DM wants to break the rules to change the outcome to a more desirable one, whether for the player or their campaign plans. But the goals of fudging - changing die results for "the greater good of the player" - would seem to run contrary to the advice given here, namely when told "As DM, much satisfaction comes from watching players overcome a difficult situation. But they should do it on their own!" Fudging breaks this precept pretty hard as it takes away from the players earning victory by "[overcoming] a difficult situation." We are even told that the DM should play the monster to the best of its ability. Fudging would likewise run contrary to this imperative, as it essentially handicaps the monsters and unfairly favors players from their "just rewards." </p><p></p><p>Overall, this DM advice speaks well to what [MENTION=42582]pemerton[/MENTION] says about how the goal should be good play from the players and and that notions of "Rule Zero" was not as liberally interpreted to include DM-authorized cheating as it is now.</p></blockquote><p></p>
[QUOTE="Aldarc, post: 7753703, member: 5142"] Interesting and entertaining read. Luke Crane's discussion on running Holmes/Moldvay basic adventures had me curious about going back through Keep on the Borderlands, which happens to also include a section on being an effective Dungeon Master: The dungeon master guide in this classic adventure does not say that the DM can or should fudge. My reading is that the DM's position as judge is contextualized rather than unilateral. The assertion that "the Dungeon Master's word is law!" is, for example, contextualized within a discussion on arbitrating player disagreements and arguments, whether that is between players or the players and the GM. It says that the DM will act as a judge, arbiter, and final word when situations arise that are not covered by the rules. Fudging, however, more often than not occurs in cases that [I]are[/I] covered by the rules. The DM wants to break the rules to change the outcome to a more desirable one, whether for the player or their campaign plans. But the goals of fudging - changing die results for "the greater good of the player" - would seem to run contrary to the advice given here, namely when told "As DM, much satisfaction comes from watching players overcome a difficult situation. But they should do it on their own!" Fudging breaks this precept pretty hard as it takes away from the players earning victory by "[overcoming] a difficult situation." We are even told that the DM should play the monster to the best of its ability. Fudging would likewise run contrary to this imperative, as it essentially handicaps the monsters and unfairly favors players from their "just rewards." Overall, this DM advice speaks well to what [MENTION=42582]pemerton[/MENTION] says about how the goal should be good play from the players and and that notions of "Rule Zero" was not as liberally interpreted to include DM-authorized cheating as it is now. [/QUOTE]
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