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General Tabletop Discussion
*TTRPGs General
Balancing "RP" and "G"
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<blockquote data-quote="The Shaman" data-source="post: 2744090" data-attributes="member: 26473"><p>So it's okay to cheat the players, as long as they don't figure it out?</p><p></p><p> :\ So you don't roll to see if monsters hit, or to makes saves for NPCs? You just decide to hit the adventurers or not, to avoid a spell effect or not?</p><p></p><p>Saying that you fudge sparingly is the same as saying you cheat, but only when it really matters. It also misses the larger point: you're taking control of the players' characters out of their hands. As <strong>Barak</strong> astutely observed, there's little reason to weigh different mechanical options, since you will decide if a given action succeeds or fails based solely on your personal sense of drama or significance, or to cover your GMing mistakes in encounter design.</p><p></p><p>When I'm behind the screen, I <u>am</u> playing the game - I have different "game pieces," but those pieces are still govererned by the same rules as the players'. Moreover, I'm not "telling a story" - I'm setting a scene sprinkled with chances for random outcomes, then interpreting the action through roleplaying based on those random outcomes.</p></blockquote><p></p>
[QUOTE="The Shaman, post: 2744090, member: 26473"] So it's okay to cheat the players, as long as they don't figure it out? :\ So you don't roll to see if monsters hit, or to makes saves for NPCs? You just decide to hit the adventurers or not, to avoid a spell effect or not? Saying that you fudge sparingly is the same as saying you cheat, but only when it really matters. It also misses the larger point: you're taking control of the players' characters out of their hands. As [b]Barak[/b] astutely observed, there's little reason to weigh different mechanical options, since you will decide if a given action succeeds or fails based solely on your personal sense of drama or significance, or to cover your GMing mistakes in encounter design. When I'm behind the screen, I [U]am[/U] playing the game - I have different "game pieces," but those pieces are still govererned by the same rules as the players'. Moreover, I'm not "telling a story" - I'm setting a scene sprinkled with chances for random outcomes, then interpreting the action through roleplaying based on those random outcomes. [/QUOTE]
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