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General Tabletop Discussion
*TTRPGs General
As a GM, How Often Do You Fudge Dice Rolls?
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<blockquote data-quote="Zak S" data-source="post: 6507954" data-attributes="member: 90370"><p>"Time permitting--it's the best for everybody" is different that "its the best for everybody".</p><p></p><p>So far the only reason any fudger's really given not to have a range of rules for different situations is, essentially, lack of time to fix the rules.</p><p></p><p></p><p></p><p></p><p>Incorrect:</p><p></p><p>Whether the fudging makes the game harder or easier, the point is the challenge in the game is about learning to do a specific thing: interpreting the fictional situation and the chances inherent in the game</p><p>(x chance in 20) to get a desired outcome.</p><p></p><p>If you are playing soccer and suddenly go "Ok, for the next 3 minutes, if your side has the ball, there'll be a whale in front of the goal" you have certainly _increased_ the challenge, but you've done it by setting up a different challenge than the ones the players signed up for. This means many strategies and tactics and training developed for whale-free soccer are suddenly invalidated. Especially if the whale barricade or a similar set up then never recurs.</p><p></p><p>If this happens repeatedly, challenge (i.e. the incentive to employ the mental effort necessary to think up better solutions) goes away. If you know that no matter what you do the GM will save the villain, you no longer have an incentive to think of clever ways to defeat the villain. You enter the encounter, lay your head on the table next to the Doritos and tell the DM to wake you when the encounter is over--your mental effort would be wasted.</p><p></p><p>YOu have not invalidated challenge by making the game easy--you have invalidated challenge by failing to incentivize players attempts to take game situations as a challenge.</p></blockquote><p></p>
[QUOTE="Zak S, post: 6507954, member: 90370"] "Time permitting--it's the best for everybody" is different that "its the best for everybody". So far the only reason any fudger's really given not to have a range of rules for different situations is, essentially, lack of time to fix the rules. Incorrect: Whether the fudging makes the game harder or easier, the point is the challenge in the game is about learning to do a specific thing: interpreting the fictional situation and the chances inherent in the game (x chance in 20) to get a desired outcome. If you are playing soccer and suddenly go "Ok, for the next 3 minutes, if your side has the ball, there'll be a whale in front of the goal" you have certainly _increased_ the challenge, but you've done it by setting up a different challenge than the ones the players signed up for. This means many strategies and tactics and training developed for whale-free soccer are suddenly invalidated. Especially if the whale barricade or a similar set up then never recurs. If this happens repeatedly, challenge (i.e. the incentive to employ the mental effort necessary to think up better solutions) goes away. If you know that no matter what you do the GM will save the villain, you no longer have an incentive to think of clever ways to defeat the villain. You enter the encounter, lay your head on the table next to the Doritos and tell the DM to wake you when the encounter is over--your mental effort would be wasted. YOu have not invalidated challenge by making the game easy--you have invalidated challenge by failing to incentivize players attempts to take game situations as a challenge. [/QUOTE]
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