Are you a fudging fudger?

Are you a fudging fudger?

  • I am primarily a GM, and I sometimes ignore or alter the die roll result.

    Votes: 69 58.0%
  • I am primarily a GM, and I never ignore or alter the die roll result.

    Votes: 32 26.9%
  • I am primarily a player, and I don't mind if my GM ignores or alters a die roll result.

    Votes: 8 6.7%
  • I am primarily a player, and I prefer it if the GM never ignores or alters a die roll result.

    Votes: 10 8.4%

Barastrondo

First Post
Yes. That is very cool.

Awesome. It's not for my crew, though. They'd file it more under "waste of valuable time."

I think the GM is making a mistake in thinking they know how "fair" a fight can be. Luck, swinginess, tactics, player arrogance, all can change field conditions considerably.

Didn't say anything about knowing, just about estimation. That said, I still hold "GM error" to a different standard than luck or player arrogance. Player arrogance? Never fudge. Luck alone? Not the GM's responsibility. GM error? The definition of GM's responsibility.

It's true that bad GMing is bad. I don't think that concealing the error makes it any better. At least if the GM accidentally kills the party, it's an error in honesty. Better that, than to demolish the pretense that the PCs are actually in danger.

See, what the issue of fudging comes down to is judgment. Personally, if one of my friends didn't acknowledge the possibility that he could make mistakes as a GM, or if he decided that the players would have to live with the consequences without having to balance the scales in some way (fudging or not), I wouldn't trust his judgment. I might play in his game if he showed other skills, but I wouldn't trust him like I'd trust a GM who can say "I screwed up, folks, lemme make amends" even if it's during play. I don't really believe in the concept of the perfect GM, not as long as we're biological creatures with families and day jobs.

Plus, there are just so many other consequences other than PC death to be had in games that "the pretense of actually being in danger" really doesn't have to hinge on the idea that a badly called roll should stand. I've played a lot of Teenagers from Outer Space and Toon (where you cannot die) and lots of Champions (which is a very low-lethality system).

I think being treated like an adult is fair. Different groups have different preferences, and I think those preferences can be respected without labeling one or more groups as an "unfair" style.

Let me clarify. I don't mean to say that it's an "unfair" style (just as I'm sure you don't mean to say that I don't treat my players like adults), I mean to say sometimes situations are unfair, and that there's no remorse within the group about that being that way. I don't mean to imply that there's anything wrong with that, just that it's not my preferred way to pretend to be an elf.

Absolutely nothing makes a game good like group chemistry. You've got to all be on the same page. We might not always want to play in the games of everyone we talk to, but it's no judgment on their skills, just on the fact that it's incompatible chemistry.
 

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Aus_Snow

First Post
How cool is it when the PC's bite off way more than they can chew and end up winning anyway without help?
Unbelievably awesome. :cool:

Just the other day, my PC had exactly 1 HP left at the end of each of the two battles that happened (and in the latter of them, wasn't the only one!), and not only was the DM rolling dice in the open, but he was quite obviously not fudging anything else either. Actually, my PC was briefly unconscious as well, during the second battle.

Honestly, everyone (including the DM) was expecting us all to die, especially as dice seemed to hate us for the most part - until the very end, that is. But we won! It cost us dearly, and it was a bit foolish, but I wouldn't have it any other way, given the opportunity.

However, I'm sure we can be more wise, next time. . . ;)
 

pawsplay

Hero
Let me clarify. I don't mean to say that it's an "unfair" style (just as I'm sure you don't mean to say that I don't treat my players like adults), I mean to say sometimes situations are unfair, and that there's no remorse within the group about that being that way. I don't mean to imply that there's anything wrong with that, just that it's not my preferred way to pretend to be an elf.

I will clarify as well. Treating someone like an adult means allowing them to assert their preferences and to respect their emotional capacity. I was not trying to pass judgment, but rather, I was trying to say that finding the "right" outcome for an encounter is inherently subjective in a way that does not lend itself to a shared experience, whereas letting a situation unfold as it does lends itself to subjective experiences that are relatable. The way you used "fair" is not how I would use it, as it appears to mean, "According to my preferences," whereas I would tend to use it to mean, "As we agreed."

There is certainly nothing wrong with preferring adventures at a certain pitch, but I view that as something independent from fudging. A sufficiently foamy system lends itself to predictable encounters without any fudging required at all, whereas GM caprice can turn a staid game of 4e into a Kafka-esque nightmare of totalitarian PC abuse. Using fudging to make pitch corrections is, in my view, sacrificing too much of the imaginary world in service to a desired outcome. As a player or GM, I would prefer if the GM simply said, "I made a mistake," or introduced some new element, rather than fudging. It also speaks well for the GM to own up to their misjudgement. Should the die rolls become too irrelevant, it becomes exceedingly difficult for a player to discern what is likely or unlikely in a given situation, as the answer strongly depends on the inclination of the GM. Rather than a weighing of risks, it becomes, "What is Ethan likely to think is acceptable?"

All that to say... you are not infantilizing your group, if you are in agreement, and I was not trying to say that. But to apply those preferences generally would be, IMO, to treat players as more dependent than they need be. I would probably not run the sort of game that hinges on good die rolls to move forward, except in the sense that death could be lurking around every corner. I can nonetheless appreciate the impulse to run more dramatically-oriented games. My preference would be for a player-controlled resource, but I can live with fiat and (if need be) the occasional willful fudge.

The problem arises, in my mind, when someone applies fiat and die-roll fudging to generate "correct" results which are not necessary, for instance, all five members of a party emerging from the Deadly Dungeon of Death, alive, when four, or as few as one, could return and call it something of a victory. Fudging without necessity is futility. While I don't have a reason to believe that is your style, I have seen ample evidence, here and elsewhere, that such games are fairly common. The most extreme are cases where GMs brag about inventing a critical hit, full-cloth, and describing the results in loving detail for the enjoyment of their player. Aside from the basic dishonesty to your players about how the game is being adjudicated, it opens the door for their unconscious preferences to stult the game, and seems almost destined to result in their players finding out about it one day as they are googling.
 

Umbran

Mod Squad
Staff member
Supporter
... whereas GM caprice can turn a staid game of 4e into a Kafka-esque nightmare of totalitarian PC abuse.

I call boogeyman.

There's this specter that comes up in these discussions, of some godawful GM lurking back in the shadows - Beware! If you allow fudging, the nasty, railroading, capricious BoogyGM* will get you! WooooOOOOOOooooo!

It seems to me to be the rhetoric of fear as applied to RPGs. Is it possible to abuse fudging? Sure. But you can abuse the physical rulebooks, too - they've got pointy corners, and someone can take your eye out with one of those. Go through the books, and look at all the things the GM is supposed to do - every single one of them can be done in an abusive manner.** If your GM is capricious and generally craptastic enough to worry about, he or she will be so whether or not fudging is technically allowed in the game. If they are really that horrid, the promise not to fudge is worthless anyway.






*He'll take all your fun for himself, chew it up, and spit it back onto the table in a semi-digested pap mixed with the Cheetos and Mountain Dew he's consumed. Also, he smells funny, and all his game plots bear a striking resemblance to the movie "Ishtar".


**To be safe, if you see a GM approaching your table, use the cord that keeps your dice bag closed to bind his wrists. Crumple up the bag from the aforementioned Cheetos and shove it in his mouth, and lock him in the broom closet. Then he'll never, ever abuse you!
 

I call boogeyman.

There's this specter that comes up in these discussions, of some godawful GM lurking back in the shadows - Beware! If you allow fudging, the nasty, railroading, capricious BoogyGM* will get you! WooooOOOOOOooooo!

It seems to me to be the rhetoric of fear as applied to RPGs. Is it possible to abuse fudging? Sure. But you can abuse the physical rulebooks, too - they've got pointy corners, and someone can take your eye out with one of those. Go through the books, and look at all the things the GM is supposed to do - every single one of them can be done in an abusive manner.** If your GM is capricious and generally craptastic enough to worry about, he or she will be so whether or not fudging is technically allowed in the game. If they are really that horrid, the promise not to fudge is worthless anyway.

Precisely. This is the same boogeyman that is used to justify the value of complex exhaustive rulesets. A bad GM can run a crappy game with any rules and a good GM can make an enjoyable game out of any rules.
 

Barastrondo

First Post
I was not trying to pass judgment, but rather, I was trying to say that finding the "right" outcome for an encounter is inherently subjective in a way that does not lend itself to a shared experience, whereas letting a situation unfold as it does lends itself to subjective experiences that are relatable. The way you used "fair" is not how I would use it, as it appears to mean, "According to my preferences," whereas I would tend to use it to mean, "As we agreed."

I think we're largely in agreement here, save for maybe how we're using "fair"; I think our definitions are closer, but that any differences are products of a group's different social contracts. One of the things I enjoy about my group is a heavily compatible aesthetic, which means that, for instance, if the dice dictate something that doesn't feel "right" to me, I have a good feeling of whether it would feel "right" to the entire group. So, for instance, a purely correct mechanical call might lead to the group all sitting about with that puzzled/irritated "really?" look on their faces. They've been ripped out of the game, or rather forced to look at the "game" part instead of the in-character situation.

Now admittedly these are very group-specialized skills, things I wouldn't want to rely on at all with a group of people I don't know as well. House rules, as it were, much like knowing not to ever use the word "psionics" in-character in a D&D game if I don't want my wife to get very irritated and disconnected from the setting.

Using fudging to make pitch corrections is, in my view, sacrificing too much of the imaginary world in service to a desired outcome.

Here I think that heavily depends on just how the players are perceiving the imaginary world in the first place. To use the example of the players acting on bad info, it actually sacrifices something of the imaginary world when a fluke in the ruleset dictates that the knowledge they successfully gained in-character is invalid, for reasons that don't exist in the game world, but that do exist in a mathematical quirk. So, it can vary.

As a player or GM, I would prefer if the GM simply said, "I made a mistake," or introduced some new element, rather than fudging. It also speaks well for the GM to own up to their misjudgement. Should the die rolls become too irrelevant, it becomes exceedingly difficult for a player to discern what is likely or unlikely in a given situation, as the answer strongly depends on the inclination of the GM. Rather than a weighing of risks, it becomes, "What is Ethan likely to think is acceptable?"

I agree to some extent. At the same time, though, I personally think that a game system has to earn your trust as much as a GM does, and that not all instances of trusting your GM more than a system are misplaced. I say this as a player as well, mind; I trust my buddy Jeff to provide a better estimation of his world and the risks we take in that world than I trust whichever edition of D&D he's using at the time, and I trust him to be fair about it.

Another good example might be the common GM advice of "if failure would not present any interesting results, don't call for a roll in the first place." That's absolutely a rule that requires trust in your GM's definition of interesting, but I think it produces better games. Not for everyone, of course; I do understand that "sometimes the only consequence is that something interesting happens on success and nothing interesting happens on failure" is a verisimilitude issue that's interesting to some players. I like the other approach, though.

All that to say... you are not infantilizing your group, if you are in agreement, and I was not trying to say that. But to apply those preferences generally would be, IMO, to treat players as more dependent than they need be. I would probably not run the sort of game that hinges on good die rolls to move forward, except in the sense that death could be lurking around every corner. I can nonetheless appreciate the impulse to run more dramatically-oriented games. My preference would be for a player-controlled resource, but I can live with fiat and (if need be) the occasional willful fudge.

Sure. Part of the willingness to trust the system (and thence the dice) implicitly is finding the right system for us: for me running, that's something where I'm comfortable with things like my threat assessment capacity, and something where I think the system is focusing on the right things. Good die rolls might not just be the key to the game moving forward, it might be the key to whether you're doing anything tonight or not, even as the rest of the group moves forward. I'm not quite as against the practice as is my esteemed coworker, but I do agree with him on a basic level. We all have bad memories of friends sitting on the couch disgusted after a long workday, missing out on the ability to participate giant climactic fights because of two stinky d20 rolls in a row. It wasn't our bag.

The problem arises, in my mind, when someone applies fiat and die-roll fudging to generate "correct" results which are not necessary, for instance, all five members of a party emerging from the Deadly Dungeon of Death, alive, when four, or as few as one, could return and call it something of a victory. Fudging without necessity is futility. While I don't have a reason to believe that is your style, I have seen ample evidence, here and elsewhere, that such games are fairly common.

No doubt they are. They make good cautionary tales. But I've also seen cautionary tales from when a GM trusted a ruleset too much and got bad results, or even from people falling out of the hobby because they ran into a game that took the game more seriously than the players. Ultimately, I figure I work well allowing myself a little wiggle room if necessary, and trusting myself to do a decent job of defining "necessary." If I screw up a session, my wife will let me know.
 

Ariosto

First Post
ExploderWizard said:
Precisely. This is the same boogeyman that is used to justify the value of complex exhaustive rulesets. A bad GM can run a crappy game with any rules and a good GM can make an enjoyable game out of any rules.
The big difference between "fudging" and "non-fudging" is what the game is about. What are we playing? What do we mean when we call it a 'game'?

Agreement is I think obviously more conducive than disagreement to something all the participants enjoy. Barastrondo, for instance, seems to take for granted assumptions that I would dislike long before getting to "fudging" -- so, in practical terms, it would be a non-issue.

At least, that's how it would be now that I've been given some insight into what kind of game he GMs.
 
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Barastrondo

First Post
The big difference between "fudging" and "non-fudging" is what the game is about. What are we playing? What do we mean when we call it a 'game'?

I hold with the words of Old Geezer (I forget his real name, unfortunately) from RPG.net. Old Geezer's notorious for having played with Gary back in the day. He still plays brown-box to this day, and he's locally infamous for admitting to having a hand in the creation of the gelatinous cube. Whenever a play style debate starts bogging down into minutiae, or someone questions why some particular oddity of D&D ever came into being, he says "We made up some [swear word] we thought was fun." That's all they needed. It works for me.

(He also says "Kill them and take their stuff" a lot. And "Buy me a beer, kid." He's a wise one.)

Agreement is I think obviously more conducive than disagreement to something all the participants enjoy. Barastrondo, for instance, seems to take for granted assumptions that I would dislike long before getting to "fudging" -- so, in practical terms, it would be a non-issue.

Yeah, pretty much. Like I say, group chemistry is critical, and knowing what your players like is paramount. That's why I'm always up-front about the kinds of games I run; if someone finds my gaming style not to their taste, they're not really going to enjoy playing with the rest of my friends, and my friends aren't going to enjoy playing with them. I do know some people who'd play any game even if they knew they'd be miserable in it, but I'm careful not to invite them over to the house.
 

catsclaw227

First Post
Back in the 1e and 2e days, among the 30 or so gamers we all played with, the DMs always rolled behind the screen and it was assumed that there was a bit fudging going on, both in the rolls behind the screen and for the results of the player's rolls on the table.

In 3e we all started rolling out in the open because the game was supposedly much better balanced. There was some angry players when the occasional poorly put together encounter killed PCs (because craptasticly set CRs), but we just rolled with it (pun intended). And there were a lot of comments and discussions about rolling behind the screen and giving the DM some control back. In some cases I was DMing in other cases I was a player.

In 4e, I DM mostly, and I roll out in the open, but sometimes when we aren't in a combat situation, I will sometimes make some rolls against stats, skills or defenses behind the screen.

Have I fudged some rolls in 4e? Not nearly as much as in 1e/2e, but I will sometimes fudge the amount of HP or damage bonus a creature has when I feel like a good idea or plan by the players was made crappy by bad rolls on their side and really good rolls on my side. Bad planning by the players? That gets shaken out by the dice. But those times when the players come up with an idea that has all kinds of awesome and the dice kill it? Not so much fun.
 

Jeff Wilder

First Post
But those times when the players come up with an idea that has all kinds of awesome and the dice kill it? Not so much fun.
So, serious question, why roll the dice at all? If you've already judged that it's a good idea, and you already know about yourself that you don't want good ideas to possibly get screwed by the dice, why roll the dice?

I'm asking, more precisely, why go through the motions of rolling the dice, hoping for a good result. You already know you'll only accept a good result? In that situation I might very well roll the dice, but I'd do so already knowing that it's just for appearance's sake.

I really don't understand the point of rolling, looking at the result, and then discarding the result. Just don't make a "genuine" roll in the first place, if you don't want a random result in the range provided by the dice.
 

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