Flyspeck23 said:
More often than not, when things go bad, it's not only because of dice rolls. Sure, the troll can crit, and maybe twice or more, but how likely is that?
Rare, perhaps very rarely.
Note, thats also how often the pro-fudger side suggests fudging is good.
Perhaps there is a correlation there?
Flyspeck23 said:
More often than not the players choices favor a bad result when PCs get killed.
and i don't think this thread has been inundated with "i fudge to save pcs from their own stupidity" or "I fudge to prevent what should happen" examples, well, at least not from the pro-fudger side. There was that "my peopn took on an elder andn the Gm fudged him squishing me."
Flyspeck23 said:
But even when they didn't do anything wrong, it's fine by me that there's a chance that they won't succeed anyway, because, well, such is live.
Not succeed, yeah, sure, in some cases, yup. no one is suggesting fudging away every failure. At least, no one on the pro-fudging side.
Die? Die, real death, story over, death.. when they didn't do anything wrong?
That might well be a fudge. I say that in part because, well, if they aren't responsible for their heroes death, than I am. And i am not a Gm who sets out to kill PCs.
Flyspeck23 said:
My players know that, and as a result every fight - and every social interaction - is exciting.
my players know the critical outcomes and even the lesser outcomes hinge on whther or not they made/make the right decisions, and since they don't *know* they made the right decisions, that makes the scene exciting.
Flyspeck23 said:
They know they can die, and they know it can happen in a pointless non-heroic situation.
my players aren't that interested in working up a character, developing a backstory and participating in the story of "Joe, he who died in a pointless non-heroic way." So, we adopt a different approach and tryo to run characters thru the end of "their story" and to make it a "good story", which means "not a pointless ending."
Flyspeck23 said:
My players not only want to have fun at the gaming table (who doesn't?), but they want to feel that they've accomplished something after the session ended. If I "fudged" the rolls and rules it'd be me, the GM, who accomplished something for them - that's not what they want.
Again, fudging the die roll, removing that lethal 1%, doesn't equate to "the players didn't accomplish anything."
Say for instance, in my old game, the heroes are pursuing the barbarian's plot right now and they go up against a sorceror for info and a fight breaks out. The battle proceeds and due to a rare but "hey it happenes" series of rolls the troll is about to kill the dwarf (whose story has been building but not finished yet.) This isn't going to change the outcome. The heroes are going to win this fight. They are going to get the item or info or bit to continue the fight. The only difference is "does the dwarf's story get cut short and does he get a death for no reason other than "damn unlucky rolls" or does the dwarf get knocked to -5 hp and left in a "save me or i am dead" dramatic situation which likely means his story still gets told and gets to a resolution, not a "pointless" resolution, but a more complete one.
me? I decide the pointless death doesn't help, so I tell him not "look i rolled three 20s you are so dead now lets roll the rend..." but i tell him "ouch this is gonna hurt, both claws hit and there is rend and the total is... " at this point insert 5 more than he current has so he ends up at -5 nbot dead.
really, i understand that you don't like that answer and wouldn't use it in your game, but me, I really don't want to run a game where i will MYSELF describe the acceptable results as "pointless". I want the end of a player character to be anything but "pointless". I don't see how having "pointless non-heroic" deaths somehow translates into makeing the characters and their choices "more meaningful."
As someone said earlier, a story in which when the PCs die another group of heroes pops up to continue until the "story is done" doesn't seem to be saying "your characters are important."
Flyspeck23 said:
And the "story" goes on regardless, just not as planned by the all-mighty GM.
not for the character who had the unheroic pointless demise, right?
Flyspeck23 said:
The players' actions determine where the game's headed.
don't you mean "the players outcomes and their dice luck"?
Remember, most fudging IMX comes when "the player's actions" (or rather "their characters choices") are opposed by or run into conflict with "their dice luck" or "my dice luck" and fudging is done to shift the weight of "which one takes precedence" to "the character's choices".
Flyspeck23 said:
Alternatively, you could give the players handouts at the start of the session detailing the story, and say: "See you next week"

I'm not implying that your games are like that, but please don't imply that my games are like rolling a dice.
you may not be saying that but numerous times we have seen that view expressed on this thread. The repeated "why not just read a book" or "why not just narrate all results"... you have seen those, right?
Flyspeck23 said:
GMs don't kill PCs. Circumstance kill PCs.
GMs are the primary element setting circumstances.
Is that an element here? The dice have to be treated as "inviolate" and "beyond GMs control" so that when the PCs don't make mistakes but die anyway the Gm doesn't have to accept the "i killed them" responsibility? So he can have "pointless PC death" and avoid the blame?
Flyspeck23 said:
My games are long-running campaigns too. But a player who's so attached to a single character that she'd leave the campaign because that player died (and, as stated above: death, while not frequent, can happen, period).
i think you left that sentence unfinished... but yes "player" death usualy does mean leaving the game.
Flyspeck23 said:
Somehow I get the feeling that in a campaign of immortal PCs you don't need a game system at all - and you don't even necessarily need a GM. Just meet with your fellow players, and tell the story you always wanted to tell
Probably true. But since fudging doesn't at all equate to "a campaign of immortal PCs", i really don't see the point.
BTW, a really fun game i played in was amber diceless rpg, which was basically a bunch of immortal characters. there are many interesting stories where survival isn't the issue at stake.
Flyspeck23 said:
Make it a house rule, then: Orcs armed with axes can't score critical hits.
I don't understand why you play by a rule you obviously don't like. Change it (and let your players know about it).
and again here we see the misconnect.
I don't mind orcs critting with axes.
see earlkier posts which elaborate further on the subject of when fudging is needed, what it is needed for, and the folly of "the perfect system" snipe hunt.
Flyspeck23 said:
Here's a hint: axes aren't a GM's friend. High crit modifiers (x3 or x4) are bad news for PCs (because, sooner or later, they'll score a critical hit). A good GM knows this before the game starts, and plans accordingly:
a) change the rules (great axes have the same stats as greatswords; no critical hits in my game; critical hits can't bring a PC below -9 hp; ...)
b) don't use axes, or use them only sparingly
c) go with it
Your choice.
Well, then i guess from your POV my pre-game "PCs wont die due to stupid dice luck" might equate to your -9 hit point option a.
Does that mean I am not cheating anymore by your book?
Flyspeck23 said:
And what about the other way round? The PCs confront the BBEG, who's got an escape plan: if things go bad, he'll flee. But the fighter's axe scores a critical hit, killing the BBEG instantly. Do you "fudge" that too and let him escape regardless? Because that's what was "supposed" to happen?
there is a difference between "what the BBEG wanted or expected" and "what was supposed to happen", right? Just because "the BBEG had an escape plan" is not a reason i would fudge "the PC drops him".
Flyspeck23 said:
I'd roll with the punch. The campaign goes on, even if the party killed the BBEG "before his time".
the situation you describe did not have anything that said "it was before his time."
if you can explain why it was "before his time", we might be able to explain why it would be good or bad to fudge then.
Flyspeck23 said:
Uh, no. If I change a rule prior to the game, it's not cheating. Everyone knows the rules, and everyone knows the changes.
If, OTOH, I change the rule on the fly, you're right: that's cheating.
sigh...
Flyspeck23 said:
Most people I game with like to watch the whole movie when we're watching a movie. And they want to roleplay when we're playing RPGs. They do not want to be part of a live-action re-enactment of someone else's movie script.
Note that I didn't say that your games are like that
and most people i game with like to run characters whose stories do not end unheroically and pointlessly. They do not want to get involved in something thats going to end in an unfulfilling manner such as that.
not that i am saying your games are like that.