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Can the GM cheat?
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<blockquote data-quote="airwalkrr" data-source="post: 6128775" data-attributes="member: 12460"><p>I think this is a great example of the benefits of fudging. I think it is absolutely acceptable to reward players for preparation and well-executed plans. Now I might perhaps still grant the NPC some benefit if he does indeed make his second saving throw, even if I decide to overrule the primary result. Perhaps he automatically notices the scrying sensor. Perhaps he just gets an inkling that something strange is amiss. But this kind of reward-based approach to fudging is great.</p><p></p><p>In the campaign I describe in the OP, dice were less important than the players coming up with creative solutions to problems. Many encounters could simply be brute-forced by the two super-human PCs. But the other PCs often came up with solutions which were, for lack of a better word, "cool." And when cool solutions are offered by the PCs, I often would not even require a die roll. Maybe the players with the super-human PCs resented this (although I gave them the same reward for their own "cool" solutions). But overall, the rules were just intended as a back-drop for what I wanted to be a cooperative story-telling effort. Again, I am coming back to the idea that the players in question simply weren't looking for what I was offering. I thought the interviews and explanation of my gaming philosophy for that campaign (I do run different types of campaigns, some of which involve no fudging whatsoever), but apparently it didn't suffice.</p></blockquote><p></p>
[QUOTE="airwalkrr, post: 6128775, member: 12460"] I think this is a great example of the benefits of fudging. I think it is absolutely acceptable to reward players for preparation and well-executed plans. Now I might perhaps still grant the NPC some benefit if he does indeed make his second saving throw, even if I decide to overrule the primary result. Perhaps he automatically notices the scrying sensor. Perhaps he just gets an inkling that something strange is amiss. But this kind of reward-based approach to fudging is great. In the campaign I describe in the OP, dice were less important than the players coming up with creative solutions to problems. Many encounters could simply be brute-forced by the two super-human PCs. But the other PCs often came up with solutions which were, for lack of a better word, "cool." And when cool solutions are offered by the PCs, I often would not even require a die roll. Maybe the players with the super-human PCs resented this (although I gave them the same reward for their own "cool" solutions). But overall, the rules were just intended as a back-drop for what I wanted to be a cooperative story-telling effort. Again, I am coming back to the idea that the players in question simply weren't looking for what I was offering. I thought the interviews and explanation of my gaming philosophy for that campaign (I do run different types of campaigns, some of which involve no fudging whatsoever), but apparently it didn't suffice. [/QUOTE]
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