pawsplay
Hero
I'd like to return to a prior note about how these arguments go for a moment. Some folks may view this as well-thought-out or well stated. To me, this stands as one of those statements that could well make one wonder if you really respect the other side.
You see, it is based upon the idea that the fudging GM has a weakness - either the creations are not to be trusted (is a weak craftsman), or the GM lacks confidence (has a flaw of character). When the answer to your wonderment has been given several times over the course of this and previous threads, and you don't seem to have gotten it.
I think I have gotten it, or at least gotten something. It has been a very interesting discussion. I am not persuaded, however. I can only be honest in saying that if a GM asked me if Iw as okay with fudging as a player, I would say no. If someone asked me if a game would be better with fudging or without, I would say, generally, without. I wouldn't tell a person, categorically, "You, stop fudging, you will ruin your game," because, as has been described above, without the right kind of game design, you might ruin the game anyway, and I would not want to claim the ability to save or ruin your game based on that one piece of advice.
I think it's perfectly fine to speculate whether I respect the other side. All I can say is that I am intending only to be direct and nonjudgmental.
If someone said, "Pawsplay, by saying to trust the dice, you are telling the GM not to trust their own psychology," I would agree. Saying a GM doesn't trust the design is simply what I hope is an accurate description of not feeling a game will structurally function without active intervention by the GM in its outcomes. Since a game design doesn't itself have feelings, I would not imagine that saying a GM doesn't trust describes a character failing on the part of the GM.
In fact, I did not say not trusting the design is bad, or a personal failing. I was pointing out a relationship to the creation that, according to my goals as a game master, I would avoid. "I don't trust the design and I love my campaign anyway," is a valid response and I would not take issue with that. However, I would disagree with someone saying they trusted the design, if they manipulated the output according to predetermined goals. I would say they are being inaccurate, or that we are not udnerstanding the words each other are using.
Taking P-cat's earlier statement as an example - he noted that he sits down with some bare notes. His in-play modifications (fudging) aren't because he "doesn't trust" his creation. They are because his act of creation isn't complete before runtime.
His process (and view of the act of GMing) does not hinge on the idea that his "creation" is done and ready to bear weight before play begins. His model is one with the GM as an active participant in a process that goes on throughout play. The tools he may choose to use to finish assembling "his creation" in situ may be fundamentally different than yours.
At some point, he picks up the dice and holds them in his hand. As he decides to roll them, his creation is in solid, fixed form up to that moment in time. I am also an active parcticipant in the processes of my game. However, I roll my dice in the open and consider the uncertainty that exists the primary reason to roll the dice in the first place.
If I merely pretend to roll the dice, there is no real uncertainty for me as a GM unless I try to hide my own intentions from myself. And I really feel, as others have stated, that knowing fudging may occur means the players know uncertainty is not ultimate, that ultimately events will transpire as the GM wishes them to.