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Can the GM cheat?
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<blockquote data-quote="Ryltar" data-source="post: 6124882" data-attributes="member: 19393"><p>GameOgre, </p><p></p><p>the GM should not fudge dice rolls or alter the rules to screw players over. I think no one is really contesting that point.</p><p></p><p>However, I want to provide you with a different perspective. The GM's burden is to create an enjoyable gaming environment for the entire party. And while I am an advocate for not overly pulling punches, I am also of the opinion that there are few things more disruptive to a story than continuous player deaths. You lose their background, you lose their plot hooks, which also often makes it more difficult for other players to immerse themselves in the story. During one of my campaigns, which started out as the players forced to work together by outside circumstances, 3 out of 4 players had their characters die, and their replacements just were not invested in the story to the same degree. (Trying to achieve this puts an additional burden on the GM, which is to come up with good plot hooks at any point of the story whenever someone's PC dies.) The result was that we abandoned the campaign.</p><p></p><p>What I am trying to say is that there is a middle ground between hand-holding and letting the dice fall where they may. I will fudge dice rolls whenever I feel that it is not just bad planning on the part of the PCs, but rather rotten luck with the dice that leads to a PC death - in the interest of story coherence and immersion. I will not fudge dice rolls when a player is falling victim to Darwin's law or whenever they decide to attack despite overwhelming odds.</p></blockquote><p></p>
[QUOTE="Ryltar, post: 6124882, member: 19393"] GameOgre, the GM should not fudge dice rolls or alter the rules to screw players over. I think no one is really contesting that point. However, I want to provide you with a different perspective. The GM's burden is to create an enjoyable gaming environment for the entire party. And while I am an advocate for not overly pulling punches, I am also of the opinion that there are few things more disruptive to a story than continuous player deaths. You lose their background, you lose their plot hooks, which also often makes it more difficult for other players to immerse themselves in the story. During one of my campaigns, which started out as the players forced to work together by outside circumstances, 3 out of 4 players had their characters die, and their replacements just were not invested in the story to the same degree. (Trying to achieve this puts an additional burden on the GM, which is to come up with good plot hooks at any point of the story whenever someone's PC dies.) The result was that we abandoned the campaign. What I am trying to say is that there is a middle ground between hand-holding and letting the dice fall where they may. I will fudge dice rolls whenever I feel that it is not just bad planning on the part of the PCs, but rather rotten luck with the dice that leads to a PC death - in the interest of story coherence and immersion. I will not fudge dice rolls when a player is falling victim to Darwin's law or whenever they decide to attack despite overwhelming odds. [/QUOTE]
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