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<blockquote data-quote="Loren the GM" data-source="post: 9511542" data-attributes="member: 6882721"><p>It seems like a lot of discussion has not read the book in question or gathered the context around any of this.</p><p></p><p>In Chapter 1, there is a large section on how each DM and game is unique.</p><p></p><p>It starts by presenting The Rule of Fun (the right way to play D&D is the way you and your players agree to and enjoy). This is how it couches the entire chapter; everything discussed after is presenting options on how various tables may play, and providing options for how a DM can run a game.</p><p></p><p></p><p></p><p>Then it discusses Play Style, which suggests there are lots of ways to play the game:</p><p></p><p></p><p></p><p>It then talks about atmosphere, delegation of parts of the game (such as tracking initiative), how to learn to play by observing other DMs, how to make sure everyone at the table is having fun, setting expectations, dealing with conflict at the table, respect, sharing the spotlight, and then DM Die Rolling:</p><p></p><p></p><p>Notice they aren't saying one is better than the other, or that you should fudge rolls, only that there are various ways to play, and that however you play, you should be consistent.</p><p></p><p>It then continues to discuss respect at the table, social contracts, rules discussions, antisocial behavior, people exploiting rules, etc.</p><p></p><p>The next chapter builds on all of this, providing more details on the types of players you may encounter and what they want out of the game, how to handle playing with varying group sizes, how to play with multiple DMs, how to narrate the game well, and then into the crucial Resolving Outcomes section, which talks through all the various rolls in the game and how to handle them.</p><p></p><p>Within that section is an excellent portion on how to handle Consequences, which is a direct connection in my mind to fudging rolls. It presents options of varying levels of failure, success and failure with degrees or costs, and critical rolls. All of these are ways for DMs to mitigate rolls with or without fudging a dice roll as well.</p><p></p><p><strong>tl;dr</strong> The book is much more nuanced than any cherry picked line is giving credit for, and I think almost all of these conversations are overblown based on people either taking things out of context or not having read the source material.</p></blockquote><p></p>
[QUOTE="Loren the GM, post: 9511542, member: 6882721"] It seems like a lot of discussion has not read the book in question or gathered the context around any of this. In Chapter 1, there is a large section on how each DM and game is unique. It starts by presenting The Rule of Fun (the right way to play D&D is the way you and your players agree to and enjoy). This is how it couches the entire chapter; everything discussed after is presenting options on how various tables may play, and providing options for how a DM can run a game. Then it discusses Play Style, which suggests there are lots of ways to play the game: It then talks about atmosphere, delegation of parts of the game (such as tracking initiative), how to learn to play by observing other DMs, how to make sure everyone at the table is having fun, setting expectations, dealing with conflict at the table, respect, sharing the spotlight, and then DM Die Rolling: Notice they aren't saying one is better than the other, or that you should fudge rolls, only that there are various ways to play, and that however you play, you should be consistent. It then continues to discuss respect at the table, social contracts, rules discussions, antisocial behavior, people exploiting rules, etc. The next chapter builds on all of this, providing more details on the types of players you may encounter and what they want out of the game, how to handle playing with varying group sizes, how to play with multiple DMs, how to narrate the game well, and then into the crucial Resolving Outcomes section, which talks through all the various rolls in the game and how to handle them. Within that section is an excellent portion on how to handle Consequences, which is a direct connection in my mind to fudging rolls. It presents options of varying levels of failure, success and failure with degrees or costs, and critical rolls. All of these are ways for DMs to mitigate rolls with or without fudging a dice roll as well. [B]tl;dr[/B] The book is much more nuanced than any cherry picked line is giving credit for, and I think almost all of these conversations are overblown based on people either taking things out of context or not having read the source material. [/QUOTE]
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