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AD&D DMG, on fudging
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<blockquote data-quote="Man in the Funny Hat" data-source="post: 5168720" data-attributes="member: 32740"><p>But there's actually nothing WRONG with that approach IMO; that is to "railroad" the game but to disguise that fact to the players.</p><p> </p><p>Say for example that players have a choice of A, B, or C for adventures and choose B. If only the DM knows that he has any sort of adventure planned or intended for B then to the players there is no difference. If the DM presents those same options but players choose A or C then the DM can often, without the players knowing he's doing it, simply have A and C lead directly to what he has planned for B.</p><p> </p><p>Seriously, the DM does not need to have a half-dozen adventures prepared and ready to run because he's given the players clues to lead them to a half-dozen seperate adventures. All he needs to do is to get the PC's to start the one adventure he DOES have prepared - and make it seem like it was the players idea.</p><p> </p><p>For the players, the ILLUSION of free will is functionally identical to actual free will. The objections to railroading a game comes up only when players can SEE THE RAILS. This is also (to bring it back around to the OP) both the advantage and the TRAP of fudging dice and results. If PC's NEVER die; if the dragon head on the chimera suddenly has a cold and no longer breathes, or the last blows never do quite enough damage to put a character down for good, then the rails are showing. But conversely if the frost giant lives one more round longer than he should and in so doing brings the excitement of the combat right up to the edge of disaster, well Mama, that's where the fun is. If the giant were to die one round sooner than he should and achieves the same result of fun at the edge of disaster then players aren't LOOKING down at the rails - they're just enjoying the ride. THAT'S what the DM wants to achieve.</p></blockquote><p></p>
[QUOTE="Man in the Funny Hat, post: 5168720, member: 32740"] But there's actually nothing WRONG with that approach IMO; that is to "railroad" the game but to disguise that fact to the players. Say for example that players have a choice of A, B, or C for adventures and choose B. If only the DM knows that he has any sort of adventure planned or intended for B then to the players there is no difference. If the DM presents those same options but players choose A or C then the DM can often, without the players knowing he's doing it, simply have A and C lead directly to what he has planned for B. Seriously, the DM does not need to have a half-dozen adventures prepared and ready to run because he's given the players clues to lead them to a half-dozen seperate adventures. All he needs to do is to get the PC's to start the one adventure he DOES have prepared - and make it seem like it was the players idea. For the players, the ILLUSION of free will is functionally identical to actual free will. The objections to railroading a game comes up only when players can SEE THE RAILS. This is also (to bring it back around to the OP) both the advantage and the TRAP of fudging dice and results. If PC's NEVER die; if the dragon head on the chimera suddenly has a cold and no longer breathes, or the last blows never do quite enough damage to put a character down for good, then the rails are showing. But conversely if the frost giant lives one more round longer than he should and in so doing brings the excitement of the combat right up to the edge of disaster, well Mama, that's where the fun is. If the giant were to die one round sooner than he should and achieves the same result of fun at the edge of disaster then players aren't LOOKING down at the rails - they're just enjoying the ride. THAT'S what the DM wants to achieve. [/QUOTE]
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