D&D General No Fixed Location -- dynamically rearranging items, monsters, and other game elements in the interests of storytelling

Curmudjinn

Explorer
I don't understand the DM did something wrong to constitute a fudge mindset. Generally, it has nothing at all to do with the DM.
If a DM has a long, fun 0-session(of course beers) with your party, planning characters out, tying together backgrounds and future goals, and your first conflict is 3 goblins who should be dead immediately. However everyone constantly rolls failures or botches, while the goblins either constantly hit and or crit. TPK, session 1.

There is no way I, as a DM, can say whelp tough luck. That is not fun. The end does not justify the means.
Those that think THIS IS THE WAY have such an alien mindset to what constitutes a fun RPG session, compared to my own mindset. Luckily in all of my years, I've only ran into a few like this and only a single person in my own games.
I'll just ask my group in similar game-changing situations if they want to restart before the combat, restart the combat, or start completely over. They never, ever have chosen to start completely over. In my 20+ years of offering. This isn't real life and decisions shouldn't, in my opinion, suffer such callous finality.

I do agree that sometimes you need to be rigid and other times flexible.
 

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Curmudjinn

Explorer
Sure. Problem is, one usually isn't surprised by something one sees coming. If I'd seen the blockage coming I might have had something prepared, or changed what I had prepared..
Sometimes those are the most memorable situations in a campaign. When you look at your players, scratch your head and smile.
 


iserith

Magic Wordsmith
I don't understand the DM did something wrong to constitute a fudge mindset. Generally, it has nothing at all to do with the DM.
If a DM has a long, fun 0-session(of course beers) with your party, planning characters out, tying together backgrounds and future goals, and your first conflict is 3 goblins who should be dead immediately. However everyone constantly rolls failures or botches, while the goblins either constantly hit and or crit. TPK, session 1.

I would say the mistakes in this chain of events might be (1) investing so much time on the front end on apprentice-tier characters, (2) assuming that "3 goblins who should be dead immediately" is an expectation that is always true, and (3) presenting a scene that could result in PC death when that was not a result you were willing to entertain in the first place.

As an example of (3), I rewrote the sometimes deadly opening scene of Lost Mines of Phandelver to have it where the PCs are transporting mining tools and on the hook for any losses monetarily. So the goblins try to take out the PCs' oxen first, then rush up and try to steal stuff from the wagon and only attack the PCs if they can't get away. I effectively took death off the table for the PCs rather than fudge the dice. It made for a more interesting scene, too.
 

Lanefan

Victoria Rules
Haven’t we all been in a game (or run one) where we think we’ve done everything we need to, we’ve searched everywhere, fought everyone....yet something’s missing, the adventure is incomplete in some way. We look at the DM and he just shrugs.

Sure, we could shrug, too, and head back to town and pursue some other goal.

Sometimes this kind of deadend happens. I’ve been in the DM chair before where this happens and I’m wondering “how do they not realize where to go/what to do next?” And the truth is that what’s obvious to the DM and what’s obvious to the players are different things.
This is true.

Maybe the DM didn’t accurately portray the information that would help the players figure out their next steps? Maybe the “clues” just aren’t as meaningful as they would seem to be? Maybe it’s a combination of those and maybe meta concerns....it’s late and people are getting foggy?
All of these can happen now and then, but IME (both as DM and player!) what far more frequently happens is that while the clues have been presented reasonably well the players have either wildly misinterpreted something or latched on to a red herring, and run themselves into a dead end.

And I think that’s what’s key here. Set aside talk of railroads and sandboxes....there’s a goal in any situation. Find the treasure, clear the caves of monsters, slay the dragon, rescue the townsfolk....whatever it may be, there’s a goal.

The DM can fail to accurately portray that goal or the steps needed to reach that goal.
This brings up another situation that I've used numerous times in the past: they'll go out on an adventure with one goal in mind but there's in fact another goal they don't and can't know about until (unless!) they find it.

An example: I converted and ran the 4e adventure Marauders of the Dune Sea, using a backstory where one group of Hobgoblins talks the party into a mission: go into the endless sandstorm to find out and maybe stop whatever an enemy group of Hobgoblins is doing in there. (all the enemy group was doing in there was dying, but nobody knew that)

Unknown to anyone, the real goal of the adventure was to find and recover an artifact I'd placed in there which everyone in the desert - including both sides in the Hob war - was thus-far-unsuccessfully looking for. This was the lead-in to what turned out to be a six-adventure arc that, while not perfect, worked out more or less OK.

For me, a DM who’s willing to let everyone at the table shrug and then move on....I mean, does that sound like an engaging experience? One where everyone shrugs?
In this case, "that's what the character would do..." is the perfect defense.
 

Lanefan

Victoria Rules
To be clear, when I'm talking about "event-based (or plot-based) games," I'm referring to storylines like a group trying to play HotDQ and RoT or a homebrew in that fashion. When I'm talking about "location-based games," there is no storyline, just places to poke around and adventure. For the purposes of this discussion, I think that's a clear delineation that is necessary to understand each other's point of view.
Hmmm. IME it's not quite that cut-and-dried, as one can build one or more hard APs into what's otherwise a sandbox setting. How this works is if the players/PCs choose adventure A at a point where they seem to have a choice between A, X, Y and Z, it's almost certainly going to lead them directly into adventures B, C, D and E before they'll have another point of choice. (where had they chosen X it would have been a standalone; Y would have been beyond them, and Z would have just one follow-on adventure)

TBH I find the term "event-based" confusing; it makes me think more of a sandbox-type game - a series of somewhat standalone events - where "plot-based" makes me think of an AP-style situation.
 

Curmudjinn

Explorer
I would say the mistakes in this chain of events might be (1) investing so much time on the front end on apprentice-tier characters, (2) assuming that "3 goblins who should be dead immediately" is an expectation that is always true, and (3) presenting a scene that could result in PC death when that was not a result you were willing to entertain in the first place.

As an example of (3), I rewrote the sometimes deadly opening scene of Lost Mines of Phandelver to have it where the PCs are transporting mining tools and on the hook for any losses monetarily. So the goblins try to take out the PCs' oxen first, then rush up and try to steal stuff from the wagon and only attack the PCs if they can't get away. I effectively took death off the table for the PCs rather than fudge the dice. It made for a more interesting scene, too.
I see no mistakes in the example, just parts to a game that are meant to be malleable. I'm also comfortable with it being that way and my group thoroughly enjoys that method over the Iron Fist grognard style. We've moved away from that years ago and are a much happier table.
 

prabe

Tension, apprension, and dissension have begun
Supporter
TBH I find the term "event-based" confusing; it makes me think more of a sandbox-type game - a series of somewhat standalone events - where "plot-based" makes me think of an AP-style situation.

I have to admit I don't find either "plot-based" or "event-based" to fit the games I run. "Goal-based" seems more apt; the players/PCs choose goals and pursue them. It isn't wildly dissimilar from your AP/sandbox hybrid (though I don't always have all the follow-on things worked out).
 

iserith

Magic Wordsmith
Hmmm. IME it's not quite that cut-and-dried, as one can build one or more hard APs into what's otherwise a sandbox setting. How this works is if the players/PCs choose adventure A at a point where they seem to have a choice between A, X, Y and Z, it's almost certainly going to lead them directly into adventures B, C, D and E before they'll have another point of choice. (where had they chosen X it would have been a standalone; Y would have been beyond them, and Z would have just one follow-on adventure)

It's only as complicated as you want to make it, and my terms were meant to simplify things so people could understand how others do things. I also addressed the type of game you describe above in a subsequent post.

TBH I find the term "event-based" confusing; it makes me think more of a sandbox-type game - a series of somewhat standalone events - where "plot-based" makes me think of an AP-style situation.

"Event-based" is a term from D&D 5e that appears to describe plot-based adventures in contrast to location-based ones.
 

iserith

Magic Wordsmith
I see no mistakes in the example, just parts to a game that are meant to be malleable. I'm also comfortable with it being that way and my group thoroughly enjoys that method over the Iron Fist grognard style. We've moved away from that years ago and are a much happier table.

I wouldn't say it's an "Iron Fist grognard style." It's just recognizing that the rules and the dice serve the DM, not the other way around, and that there's no point in leaving outcomes to the dice you're not willing to accept. Fudging is just completely unnecessary if the DM understands these things.
 

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