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General Tabletop Discussion
*TTRPGs General
Can the GM cheat?
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<blockquote data-quote="WhimsyTheFae" data-source="post: 6133773" data-attributes="member: 8964"><p>Another thought for Majoru...</p><p></p><p>When creating encounters (puzzles, traps, challenges, combats, interactions, etc.) try to keep the "core" as generic and modular as possible, then wrap it in aspects of the session. If your players avoid it, that "core" can be used another time.</p><p></p><p>Railroads that I find acceptable are those that limit plots, not actions.</p><p></p><p>I prefer to run one-shots and episodes over continuous timeline continuity. I do, however, also like to give a session synopsis prior to the game, so the players can hop on the train or let me know they aren't interested.</p><p></p><p>Do I like rails? Yes, to the extent that I gladly stick with established plot (as a player) or do my best to establish accepted plot (as a GM). Of course, this doesn't take place in a vacuum...giving and soliciting feedback is important.</p><p></p><p>Relating this back to the topic of the thread... No, I don't think a GM can cheat, but a GM can cross the line and lose his players. When I set out from the train station, I try my best to allow as much freedom as possible and to react to developments, not control them.</p><p></p><p>The only time I alter this approach is with my one-on-one games with my wife, in which I may fudge and remove choices in order to provide what she wants. When she is playing in the other three games, she plays by each group's preferences.</p><p></p><p>Now, this post has rambled from advice on using modular encounter design to my railroading techniques to GM cheating to when I allow myself to fudge. I suppose it beats multi-posting.</p></blockquote><p></p>
[QUOTE="WhimsyTheFae, post: 6133773, member: 8964"] Another thought for Majoru... When creating encounters (puzzles, traps, challenges, combats, interactions, etc.) try to keep the "core" as generic and modular as possible, then wrap it in aspects of the session. If your players avoid it, that "core" can be used another time. Railroads that I find acceptable are those that limit plots, not actions. I prefer to run one-shots and episodes over continuous timeline continuity. I do, however, also like to give a session synopsis prior to the game, so the players can hop on the train or let me know they aren't interested. Do I like rails? Yes, to the extent that I gladly stick with established plot (as a player) or do my best to establish accepted plot (as a GM). Of course, this doesn't take place in a vacuum...giving and soliciting feedback is important. Relating this back to the topic of the thread... No, I don't think a GM can cheat, but a GM can cross the line and lose his players. When I set out from the train station, I try my best to allow as much freedom as possible and to react to developments, not control them. The only time I alter this approach is with my one-on-one games with my wife, in which I may fudge and remove choices in order to provide what she wants. When she is playing in the other three games, she plays by each group's preferences. Now, this post has rambled from advice on using modular encounter design to my railroading techniques to GM cheating to when I allow myself to fudge. I suppose it beats multi-posting. [/QUOTE]
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