Bedrockgames
Legend
Now I HAVE to know if they actually found Sect members at the tea house, in your game
I don't recall, but I am pretty sure in that campaign they ended up tracking down the leader's wife in an encampment and poisoning her.
Now I HAVE to know if they actually found Sect members at the tea house, in your game
That's still forcing an outcome. You are overriding the mechanics to acheive a desired outcome, it's just that instead of a fixed result you're shifting the odds to something you like better.For some of us fudging the dice isn't about forcing an outcome. Every so often, maybe once or twice a campaign, my dice are on fire and the players' dice are cold. They like super challenging encounters, but when the dice run like that during one it all but guarantees death. Now I could kill the PCs over nothing but bad luck, but that doesn't seem right to me. So I will fudge a little bit. Not to decide an outcome, but to give them a chance at survival. Maybe they win. Maybe they lose.
That's still forcing an outcome. You are overriding the mechanics to acheive a desired outcome,
it's just that instead of a fixed result you're shifting the odds to something you like better.
This is actually a symptom of the system that losing is bad an ends the current effort in the game, requiring a restart instead of a continuation.
This is why I'm attempting to understand why the Hard No's in the combat pillar are excluded from the definition of MMI.
@Bedrockgames has a narrow definition of MMI, and then you have a number of posters who ascribe all Say No adjudications to MMI, but appear to limit the definition to only the social and exploration pillars.
Saying Yes though is DM adjudication. This sentence seems to imply you prefer rolling than having a DM automatically Say Yes?
According to your post, to mitigate bad luck.What is my desired outcome?
According to your post, a situation where bad luck has less of an impact on PC success.What do I like better?
Max, if the situation after fudging is equally possible as before, why did you fudge? And, your pist, which I did read, says why: you are reducing the impact of bad luck on PC success. As I said in my post, this is still forcing an outcome as this result does not obtain without intentional GM intervention to cause it. Outcomes, as I noted and you seem to have glossed, don't have to be concrete results, they can be a shift in probabilities, which is what you are doing.If you had bothered to read my rather short post, you'd have know that losing is equally possible AFTER I fudge, so I can have no desired outcome. At least I have no desired outcome that the fudging actually did anything about.
According to your post, to mitigate bad luck.
According to your post, a situation where bad luck has less of an impact on PC success.
Outcomes, as I noted and you seem to have glossed, don't have to be concrete results, they can be a shift in probabilities, which is what you are doing.
You don't get to say you aren't using GM force by claiming you've still left a possibility of failure (or success).
Are you mitigating bad outcomes through fudging or not?Those aren't outcomes. They are processes. An outcome is explicitly the way something turns out and my fudging doesn't cause an outcome to happen.
And there it is. When all else fails, the walls where defenders of DMs fudging retreat and hide behind.DM force? Using rules is DM force now?
I agree. I'm not discovering play if I am altering outcomes produced by die results.On Fudging, I very much prefer 'let the dice fall where they may'. I think that adds much more excitement and uncertainty to play (at least for my taste). I am not opposed to fudging, some groups like it and many players even expect it (I know players who feel the GM should fudge to let things play more in their favor for example).
Fudging is not a DM rule. And, yes, GM force can be codified into rules.Those aren't outcomes. They are processes. An outcome is explicitly the way something turns out and my fudging doesn't cause an outcome to happen.
Sure. I do give cases of extreme bad luck a nudge. Normal bad luck just rolls on by. But I don't change things enough to determine an outcome, so I have no desired outcome that my fudging has did anything about.
DM force? Using rules is DM force now?