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Can the GM cheat?
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<blockquote data-quote="pemerton" data-source="post: 6130095" data-attributes="member: 42582"><p>I personally see these as different things.</p><p></p><p>Deciding which PC the enemy engages - in a system that makes that distinction (Tunnels & Trolls doesn't, for instance, and 1st ed AD&D doesn't fully either) - is part of framing and adjudicating the scene. And it's transparent to the players. (And in 4e also partly under their control, eg via marking mechanics.)</p><p></p><p>Whereas fudging, to me, implies secrecy.</p><p></p><p>EDIT: I've just read [MENTION=463]S'mon[/MENTION]'s and [MENTION=6696971]Manbearcat[/MENTION]'s replies. I'm guessing that I'm a bit more "forceful" in my tactical metagaming than those two. When choosing what enemies do, I keep in mind ingame/fictional considerations (like the sort that S'mon emphasises) and "story" metagame concerns (like what would be fun/dramatic) and "tactical" metaagme concerns (how can I put more pressure on the players).</p><p></p><p>These aren't mutually exclusive, of course - often (i) and (ii) overlap, for instance, if a sworm enemy confronts a PC, because there is both an ingame reason for that enemy to attack that NPC, and it makes for good drama too; and often (i) and (iii) overlap, because intelligent enemies will try to maximise their tactical abilities. But I have a tendency to let the metagame considerations do a fair bit of the leading here - I can retcon in the fiction if I fell like I have to!</p><p></p><p>EDIT to the edit: For clarity, generally when I'm metagaming NPC/monster tactics I'm not doing it to softball things, but to hardball them. In 4e I find the game tends to work better when you push the players hard.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6130095, member: 42582"] I personally see these as different things. Deciding which PC the enemy engages - in a system that makes that distinction (Tunnels & Trolls doesn't, for instance, and 1st ed AD&D doesn't fully either) - is part of framing and adjudicating the scene. And it's transparent to the players. (And in 4e also partly under their control, eg via marking mechanics.) Whereas fudging, to me, implies secrecy. EDIT: I've just read [MENTION=463]S'mon[/MENTION]'s and [MENTION=6696971]Manbearcat[/MENTION]'s replies. I'm guessing that I'm a bit more "forceful" in my tactical metagaming than those two. When choosing what enemies do, I keep in mind ingame/fictional considerations (like the sort that S'mon emphasises) and "story" metagame concerns (like what would be fun/dramatic) and "tactical" metaagme concerns (how can I put more pressure on the players). These aren't mutually exclusive, of course - often (i) and (ii) overlap, for instance, if a sworm enemy confronts a PC, because there is both an ingame reason for that enemy to attack that NPC, and it makes for good drama too; and often (i) and (iii) overlap, because intelligent enemies will try to maximise their tactical abilities. But I have a tendency to let the metagame considerations do a fair bit of the leading here - I can retcon in the fiction if I fell like I have to! EDIT to the edit: For clarity, generally when I'm metagaming NPC/monster tactics I'm not doing it to softball things, but to hardball them. In 4e I find the game tends to work better when you push the players hard. [/QUOTE]
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