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Balancing "RP" and "G"
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<blockquote data-quote="DonTadow" data-source="post: 2747991" data-attributes="member: 22622"><p>They are a world of fun. I played in one for a year. It takes a great DM and creative people as the players need to describe everything. The DM determines statistical failure rates with notes. </p><p></p><p>To touch on some more things that have come up since my last post. </p><p></p><p>There's still that camp that is attempting to define what cheating is in dungeons and dragons so that their house rules are safe but the fudging house rule is unsafe. This presumed argument is all based around "when" the fudging takes place (so fudging before the dice is good????). I wonder... how many times do these guys write tactics for your bad guys and stick to them script to script. Even if it means unfairely targetting one lone person round after round while the rest of the party lays bored or uninterested. If I am correct, you probably don't. Wouldn't changing a creatures tactics (in a situation that he otherwise wouldn't) is cheating. IF you're applying the same logic as fudging after things have already taken place, then yes it is. </p><p></p><p>Let us look at the Black Company setting which has several types of rolls that allow ranges instead of exact number. For instance, if you fail anywhere from -3 up you make the roll. I'm guessing you're accusing our good friends at Green Ronin of cheating. </p><p></p><p>As for the game designers creating hte perfect game, they obviously knew they didn't as there are severa pages in the dmg where they say so. There are also inclusions of house rules, circumstance modifiers and winging it which I doubt you'll find in a set game like monopoly or Life (in case of problems with the rules wing it...nah not there). </p><p></p><p>Action cards are not limited to specific incidients, as in use this card at this time. It is a PC determination and in some settings can alter a number of things. You will not find a guide that says (the right time to use action cards). Action cards is a house rule that is determined before the game. </p><p></p><p>Fudging is a house rule just like action cards allowed before the game but are not limited to specific incidents. Their the DMs little actions cards. It allows the DM to give players that little boost of luck after he's properly analyzed a situation and deemed that it is a good choice. 99.9 percent of the time it never is, but there are those RARE times it is. Figuring out when to fudge is an added dimensional skill for a DM that is not easy, as you have really analyze a situation to deem when it is neccessary. </p><p></p><p>RAven, your description of railroading is something I've never heard before. As, as you wrote it, it means that the players have full control over the game and anything else is railroading. Plots, difficult bbegs, traps... the players aren't controlling it, so its railroading. </p><p></p><p>Let's get a better defitnion</p><p></p><p>That's where hte skill comes in. YOu have to be objective when yo urailroad and look solely for the pcs enjoyement. What provides them teh best entertainment, not what makes for the best story (as is the biggest problem when dms railroad), not what doesnt kill them, not what is too dangerious. It is what is going to entertain these guys. Player groups opt for fudging because they want a DM whose going to consider anything that heightens their entertainment value. They don't want to play Talisman or Heroquest for an hour </p><p></p><p>Quoted for emphasis.</p></blockquote><p></p>
[QUOTE="DonTadow, post: 2747991, member: 22622"] They are a world of fun. I played in one for a year. It takes a great DM and creative people as the players need to describe everything. The DM determines statistical failure rates with notes. To touch on some more things that have come up since my last post. There's still that camp that is attempting to define what cheating is in dungeons and dragons so that their house rules are safe but the fudging house rule is unsafe. This presumed argument is all based around "when" the fudging takes place (so fudging before the dice is good????). I wonder... how many times do these guys write tactics for your bad guys and stick to them script to script. Even if it means unfairely targetting one lone person round after round while the rest of the party lays bored or uninterested. If I am correct, you probably don't. Wouldn't changing a creatures tactics (in a situation that he otherwise wouldn't) is cheating. IF you're applying the same logic as fudging after things have already taken place, then yes it is. Let us look at the Black Company setting which has several types of rolls that allow ranges instead of exact number. For instance, if you fail anywhere from -3 up you make the roll. I'm guessing you're accusing our good friends at Green Ronin of cheating. As for the game designers creating hte perfect game, they obviously knew they didn't as there are severa pages in the dmg where they say so. There are also inclusions of house rules, circumstance modifiers and winging it which I doubt you'll find in a set game like monopoly or Life (in case of problems with the rules wing it...nah not there). Action cards are not limited to specific incidients, as in use this card at this time. It is a PC determination and in some settings can alter a number of things. You will not find a guide that says (the right time to use action cards). Action cards is a house rule that is determined before the game. Fudging is a house rule just like action cards allowed before the game but are not limited to specific incidents. Their the DMs little actions cards. It allows the DM to give players that little boost of luck after he's properly analyzed a situation and deemed that it is a good choice. 99.9 percent of the time it never is, but there are those RARE times it is. Figuring out when to fudge is an added dimensional skill for a DM that is not easy, as you have really analyze a situation to deem when it is neccessary. RAven, your description of railroading is something I've never heard before. As, as you wrote it, it means that the players have full control over the game and anything else is railroading. Plots, difficult bbegs, traps... the players aren't controlling it, so its railroading. Let's get a better defitnion That's where hte skill comes in. YOu have to be objective when yo urailroad and look solely for the pcs enjoyement. What provides them teh best entertainment, not what makes for the best story (as is the biggest problem when dms railroad), not what doesnt kill them, not what is too dangerious. It is what is going to entertain these guys. Player groups opt for fudging because they want a DM whose going to consider anything that heightens their entertainment value. They don't want to play Talisman or Heroquest for an hour Quoted for emphasis. [/QUOTE]
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