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Everybody Cheats?
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<blockquote data-quote="Aldarc" data-source="post: 7754378" data-attributes="member: 5142"><p>First, I apologize that I screwed up the text formatting. I tried fixing it, but evidently not before you replied. </p><p></p><p>In poker, the deception and bluffing is a metagame byproduct of the rules as written that has developed. The deception of bluffing is permitted largely in the game's culture because it is regarded as a sign of skilled play (or dumb luck). </p><p></p><p>I have here in mind the cultural practice in the hobby on the whole rather than your table, though I would still consider this cheating. And I say this as someone who has fudged out in the open in front of their players within the past month as well. There is an awareness that you are breaking with the rules, though it is informally allowed. </p><p></p><p>I'm admittedly losing the will to answer because I fear that we are just running around in circles at this point due to some fundamental differences. </p><p></p><p>I would call it a system of institutionalized cheating but one more conducive to my own play preferences as it creates a mechanical delineation that places a cap or check on the GM's autocratic powers. It also forces the GM to make their own choices as to what times and occasions warrant their expenditure of a "cheat point," a "GM intrusion," or a "mulligan." I also think that this is more psychologically acceptable for players, as this preserves their sense of accomplishments. The only issue that I could see arising is if players get upset that the cheat point was not used to preserve their character. I also think that this is a mechanic that would benefit GMs and players. </p><p></p><p>And this is something potentially worth considering. If the primary justification GMs make for fudging is for the sake of the players' jollies - to prevent an untimely death, unhappy string of bad luck rolls, etc - why can't some of this "fudging power" become apportioned to players instead such that <em>they</em> can decide when it serves <em>their own</em> jollies when it pertains to <em>their</em> character? As I have also said as much before somewhere in the first half of this thread where I noted that I have encountered less cheating from players in systems that provide "mechanisms for the player to not only positively influence the story in their favor but also to mitigate harmful circumstances produced by botched rolls or the GM's narrative framing."</p></blockquote><p></p>
[QUOTE="Aldarc, post: 7754378, member: 5142"] First, I apologize that I screwed up the text formatting. I tried fixing it, but evidently not before you replied. In poker, the deception and bluffing is a metagame byproduct of the rules as written that has developed. The deception of bluffing is permitted largely in the game's culture because it is regarded as a sign of skilled play (or dumb luck). I have here in mind the cultural practice in the hobby on the whole rather than your table, though I would still consider this cheating. And I say this as someone who has fudged out in the open in front of their players within the past month as well. There is an awareness that you are breaking with the rules, though it is informally allowed. I'm admittedly losing the will to answer because I fear that we are just running around in circles at this point due to some fundamental differences. I would call it a system of institutionalized cheating but one more conducive to my own play preferences as it creates a mechanical delineation that places a cap or check on the GM's autocratic powers. It also forces the GM to make their own choices as to what times and occasions warrant their expenditure of a "cheat point," a "GM intrusion," or a "mulligan." I also think that this is more psychologically acceptable for players, as this preserves their sense of accomplishments. The only issue that I could see arising is if players get upset that the cheat point was not used to preserve their character. I also think that this is a mechanic that would benefit GMs and players. And this is something potentially worth considering. If the primary justification GMs make for fudging is for the sake of the players' jollies - to prevent an untimely death, unhappy string of bad luck rolls, etc - why can't some of this "fudging power" become apportioned to players instead such that [I]they[/I] can decide when it serves [I]their own[/I] jollies when it pertains to [I]their[/I] character? As I have also said as much before somewhere in the first half of this thread where I noted that I have encountered less cheating from players in systems that provide "mechanisms for the player to not only positively influence the story in their favor but also to mitigate harmful circumstances produced by botched rolls or the GM's narrative framing." [/QUOTE]
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