Then I watched the special before the finale of BSG where they revealed that they had mostly been making the show up on the fly. That they didn't have any idea what was going to happen, they'd just write in vague references to things then figure out what they meant later. That kind of ruined the show for me.
When I discovered this, I had a pleasant "Ah, ha!" moment. This is how I run my games. Right now I am running Dungeon World using my own Of Gods and Relics game world of Malaforcia. Dungeon World itself requires a lot of, "now that you have rolled some dice, tell us how that result came about."
After a while (many gaming sessions), you can look back and see how the "plot" wound it's way over the river and through the woods to get where it is.
My players have started on the island continent of Artis, as part of the Oscillian war effort to conquer the known world. Something very significant has changed and the Oscillians are pulling out. Fast.
Most of the characters are from other races (Phyxia, Chartay, Slovenia, Aagmir, or Auch-mach) and were conscripted as the Oscillian army marched across Malaforcia. One of my players is Oscillian and came along for his own reasons...
The characters (and other non-pure Oscillian units) are the last to leave the shores of Artis. They are tasked with defending the position until the rest of the army has left. They find out rather quickly that they are essentially being left there to fend for themselves with no way off. Left to die.
The plot reveals itself as they make friends and enemies, look for a way off the hostile island continent (or decide to stay and look for ancient treasure and relics), seek revenge, or make some other path to fame and fortune.
Every group is different, as is each player. I have one guy playing a druid. Right now the freedom to change shape into a myriad of animals is keeping him very entertained. No larger plot necessary. One player is playing a female Chartayan warrior (female dominated society) and this has written 5 pages of background. Plot arcs will arise from that. Everyone else is somewhere in between.
To get back to the fudging issue, it was John's last game session (he winters here in Florida, but summers back up north). I wanted to make sure he had some good fun. He is playing a wizard and just got the fireball spell.
Jungle raptors were attacking and he fireballed them once before they were on the party. As it was his big new spell (and I realized the group needed some more quick damage to avoid heavy losses) I said, the gods have seen fit to grant you a one time MMO like use of the fireball, but you WILL suffer a consequence (dungeon world 7-9, success with consequence) no matter what you roll.
He went for it, rolled 2 d6 for damage and rolled two 1's! I insisted he roll again as that was simply not allowed. He ended up with 8 or 10 points of damage, the raptors were in flames, and fun was had by all.
I fudged. Out in the open, and really gave the player a choice more than outright fudged. But I did that purely because it was the right thing for the sake of fun. And since I gave him a special use, it would be totally not fun to then have a poor result and be stuck with it.
My goals when I run a game is that everyone has fun, participates, and leaves looking forward to the next time we play.
I'll fudge for that. I will NEVER fudge to ruin that.
Most of the time it takes care of itself. Sometimes you have to nudge it along a bit.
We are building a story together, but the real chance of failure makes it feel real. Never take that away with fudge. But you can take away the "we just got screwed by the dice." Unless it feeds into the plot arc. ;-)
This got way longer than I had intended.
Great discussion.
Play on everyone!