ExploderWizard
Hero
I do recognize that ultimately, a GM decision is behind every death.
I don't see this as true unless you mean the decision to run an adventure game wherein character death is possible.
I do recognize that ultimately, a GM decision is behind every death.
Let's even assume the PCs represent Sherlock Holmes and Watson, and up until now, this has been a serious campaign and they have earned a good reputation.
the PCs could die in an encounter
the PCs could act totally obnoxious and stupid, out of character for what they normally protray
the PCs could get hung up on a detail that isn't really a clue, but as they investigate it, they think it is suspicious (because the GM is having to make stuff up)
technically, fudging the dice to save the PC is the most direct approach to not cratering the adventure.
Saving the PCs is more than just fudging a die roll. It's figuring out the nature of what happens next, and is it punitive or rewarding for the PCs. combat is not the most important thing that happens in a D&D adventure, it's just the most prominent.
Since the adventure is written to assume the PCs get past the monster (otherwise, there'd be no point in writing more material), it's not really that important to player choice.
I see gaming as telling a story.
I agree with this statement, except for one part, though I think I understand the spirit of your comment.I understand the possible reasons for this kind of answer but for me personally as a player the story is only cool and the game really satisfying when it happens without being overly manipulated.
I believe this was already addressed, in terms of the difference of the DM's role in the game versus the players' role.His question could be rephrased as "The DM's role does include the authority which enables him to fudge, but fudging itself is not necessarily part of the role. BUT, given the stated purpose of fudging, would it not make sense that the PLAYER's role, rather than the DM's role, would include the authority which enables the player to fudge, even though fudging itself is not necessarily part of the role?"
I just had a different thought, while writing the last post. I think it might also touch upon what pawsplay is saying.
Consider a generic quest. Say a murder mystery. I like using murder mysteries as examples lately, because in reality, they contain the elements of just about any kind of adventure with variety (search for clues/puzzles, talking to NPCs, fighting, exploring the bad guy's lair which may be trapped).
Once the players agree to pursue the goal, there's a sense of an expected ending that the bad guy is caught. There's allowance for variance in how this is achieved. If the adventure is good, there's a allowance for failure to achieve, even though the party tried their best (and possibly some safety nets to give them an alternative chance to continue the quest).
Let's even assume the PCs represent Sherlock Holmes and Watson, and up until now, this has been a serious campaign and they have earned a good reputation.
There's a lot that can go wrong to "fail to catch the bad guy"
the PCs could die in an encounter
the PCs could act totally obnoxious and stupid, out of character for what they normally protray
the PCs could get hung up on a detail that isn't really a clue, but as they investigate it, they think it is suspicious (because the GM is having to make stuff up)
technically, fudging the dice to save the PC is the most direct approach to not cratering the adventure. If combat's just window dressing to whats really going on (like it seems to be for me), then that's probably OK. If Combat's really a major focus of the campaign challenge (like a dungeon crawl might be), then fudging isn't a good tool.
If you have obnoxious players, not fudging and bringing down the iron hand of the NPC law is how you reign in the players. Unfortunately, in doing so, you've also cratered the adventure. This is a direct point where player behavior really influences any GM's expected outcome.
But in the same vein, I haven't had to play with anybody that immature since college.
On the last one, in a way, it strikes at the heart of running a simulation, or a story. If my only aim is to challenge the player's brain and don't care about a story outcome (and the fact that failure could end the career of the PCs, thus forever unintentionally changing the campaign).
Or I can move bits around in the background, revealing a new clue that gets them back on the trail. For me, if the players are earnestly trying to work the quest, I will try to reward that with results. If they make a mistake, they suffer a setback, but I try to make it one that they can regroup, overcome, and get to where they are trying to go.
How does this reflect on what Pawsplay said?
Because it's a GM style choice on intepretting player choices. Saving the PCs is more than just fudging a die roll. It's figuring out the nature of what happens next, and is it punitive or rewarding for the PCs. combat is not the most important thing that happens in a D&D adventure, it's just the most prominent. Since the adventure is written to assume the PCs get past the monster (otherwise, there'd be no point in writing more material), it's not really that important to player choice.
The real choices are whether to act like morons and try to cram a keg of ale up the barkeep's arse because he wouldn't say "sir", or to run for Sherriff of the town, or to attack the orc encampment, or to try to strike an alliance with them against the giants who threaten both.
One of the modern themes in RPGing is "to say yes". Normally, I'm a say "No" kind of guy, so I try to "Say No to stupid" and "Say Yes to reasonable".
Consider a generic quest. Say a murder mystery. I like using murder mysteries as examples lately, because in reality, they contain the elements of just about any kind of adventure with variety (search for clues/puzzles, talking to NPCs, fighting, exploring the bad guy's lair which may be trapped).
Once the players agree to pursue the goal, there's a sense of an expected ending that the bad guy is caught.
There's allowance for variance in how this is achieved. If the adventure is good, there's a allowance for failure to achieve, even though the party tried their best (and possibly some safety nets to give them an alternative chance to continue the quest).
Let's even assume the PCs represent Sherlock Holmes and Watson, and up until now, this has been a serious campaign and they have earned a good reputation.
There's a lot that can go wrong to "fail to catch the bad guy"
the PCs could die in an encounter
the PCs could act totally obnoxious and stupid, out of character for what they normally protray
the PCs could get hung up on a detail that isn't really a clue, but as they investigate it, they think it is suspicious (because the GM is having to make stuff up)
technically, fudging the dice to save the PC is the most direct approach to not cratering the adventure. If combat's just window dressing to whats really going on (like it seems to be for me), then that's probably OK. If Combat's really a major focus of the campaign challenge (like a dungeon crawl might be), then fudging isn't a good tool.
If you have obnoxious players, not fudging and bringing down the iron hand of the NPC law is how you reign in the players. Unfortunately, in doing so, you've also cratered the adventure. This is a direct point where player behavior really influences any GM's expected outcome.
On the last one, in a way, it strikes at the heart of running a simulation, or a story. If my only aim is to challenge the player's brain and don't care about a story outcome (and the fact that failure could end the career of the PCs, thus forever unintentionally changing the campaign).
Or I can move bits around in the background, revealing a new clue that gets them back on the trail. For me, if the players are earnestly trying to work the quest, I will try to reward that with results. If they make a mistake, they suffer a setback, but I try to make it one that they can regroup, overcome, and get to where they are trying to go.
Because it's a GM style choice on intepretting player choices. Saving the PCs is more than just fudging a die roll. It's figuring out the nature of what happens next, and is it punitive or rewarding for the PCs. combat is not the most important thing that happens in a D&D adventure, it's just the most prominent. Since the adventure is written to assume the PCs get past the monster (otherwise, there'd be no point in writing more material), it's not really that important to player choice.
The real choices are whether to act like morons and try to cram a keg of ale up the barkeep's arse because he wouldn't say "sir", or to run for Sherriff of the town, or to attack the orc encampment, or to try to strike an alliance with them against the giants who threaten both.