Flexor the Mighty! said:Script? When we game the players write thier own "scripts" as the game progresses and they react to the outcomes of encounters which are determined by dice rolls for the most part, or the players problem solving abilities in non-combat encounters. Of course I'm of the opinion that the only story is when the players relate thier adventures to each other after sessions or later down the line. I don't set up a metaplot or anything like that for the most part.
I agree, though I will say that dice rolls are only part of it. Player/character decisions, strategies and tactics are all powerful influences on the final "story".
The key to not fudging, I think, is not requiring rolls for stupid stuff and when you do require rolls, make sure you have a plan for what happens when the roll fails. Hinging an entire adventure on a single die roll -- a successful Search for a secret door, for example -- is bad adventure design and invites fudging.
Once combat begins though, rolls should stand. If luck goes against the PCs -- or the BBEG NPC, even -- it might just be time to retreat and regroup. Unfortunately, "retreat and regroup" often means "lose" in the minds of both players and GMs, and no one likes to lose.
Oh, and for the love of Pete, if you *are* going to fudge, do so equitably. Don't use Character X as an example of how badass the BBEG is and then let Character Y slide.