Why is any result more fun than another in an activity devoid of competition?
There's no clear and simple answer for that. Why does anyone like anything more than something else? Personal tastes and desires.
Why is any result more fun than another in an activity devoid of competition?
I don't recall it ever happening in Pandemic, but it's a fairly easy game.Er, no? If we're playing Pandemic or Arkham Horror, I'm not likely to have any patience with fudging of any sort. I assume you're thinking of different games than those, because I've never seen any evidence that anyone fudges at cooperative board games.
I would imagine that fudging is acceptable in any cooperative or at least non-competitive game.
The most obvious example is one result can knock a player completely out of the game. And if the party is in no position to deal or fix that situation... then the player is left with nothing to do for as long as that fact is true.
I'd say that's definitely a case of one result being less fun that another in an activity devoid of competition.![]()
In cooperative board games the goal is typically to avoid one of the players getting frustrated because he has no good grasp on the rules.
The other goal is to just keep playing:
Instead of forfeiting and starting all over, we roll-back part of the actions and continue even if we effectively already lost. This seems to be a good option for games that take a very long time to setup and play.
The most obvious example is one result can knock a player completely out of the game. And if the party is in no position to deal or fix that situation... then the player is left with nothing to do for as long as that fact is true.
I'd say that's definitely a case of one result being less fun that another in an activity devoid of competition.![]()
I don't disagree. However, I don't think the fudging suggested in the passages I quoted (nor what most "pro-fudging" posters here are suggesting) in any way removes or significantly mitigates that possibility. Unless one defines "fudging" as lying about the result of all or most of the significant die rolls, which I don't think pro-fudge folks are suggesting.This is the thing - most players don't want their PCs to die, but most D&D players do want the possibility of death/failure; it's the possibility of defeat which makes success possible.
I don't doubt that, but I think for many players (as evidenced by this thread and the other) it depends on the nature and frequency of fudging.And IME most players who find out their DM fudges are very disappointed, even to the point of quitting the game in some cases.
Here I disagree. I think they are following an idea present in D&D from early on (and explicitly noted in the 1e DMG) that the dice are there for the fun of the players. What that means is that how they are used will vary from table to table. For some, no fudging because [that] is fun. For others, fun is increased by fudging certain rolls in certain situations as they come up (case-by-case) so that the course of the game isn't dictated by unlucky chance. It goes hand and hand with the idea that the rules are malleable for each DM to create the best game for their players. Rules and dice provide structure. Fudging rolls and rules allows for freedom. Even the freedom not to fudge, depending on the tenor of the table.The 4e DMG (and Mentzer) advocates lying to the players, taking an illusionist approach where the players don't realise what is going on.
If there is indeed no chance of getting knocked out of play (at least in a D&D style game) then the entire point of playing a game rather than narrating a story is lost. Why roll the dice at all if success is a guarantee?
I don't think any of us have said there is *no* chance of getting knocked out of play, or of guarantees. Saying they might fudge one die roll to prevent character death at one particular point does not say they *never* allow PC death.
So, you seem to be asking folks to explain or justify a position they haven't taken.
There is a middle ground, where fudging is used judiciously, and not too frequently, and does not outright guarantee PC success (or failure), but instead only adjusts the timing or level of difficulty.
Or, if fudging does guarantee success or failure, it may well be because the GM has decided the player/PC's efforts may have met the criteria for success (or failure) in the encounter, which may not be limited to eliminating hit points from a creature.
We might be talking past one another on the definition of fudging. Using good judgement in making rulings isn't what I would define as fudging.
Part of a DMs job is knowing when to leave decisions to the dice (and how to assign odds to those rolls) and when to make a judgement call based on relevant factors. It isn't a simple matter of everything being fudged if it isn't rolled for. One does not have to be a slave to random chance.
Once the odds are determined and the die is rolled, changing the result is fudging. If you cannot accept a result a die could produce then don't bother rolling it.
And yet even here is a middle ground you're overlooking.
Why insist that every roll of the dice is a binary either/or situation? As has been expressed, often times the roll of the dice is to determine the degree of success or failure, not the occurrence of success or failure.
Thus, the DM may roll to give a natural chance at say 7 of 8 things happening but if the roll is an 8, altering it to one of the other 7.