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<blockquote data-quote="Najo" data-source="post: 3980883" data-attributes="member: 9959"><p>I wasn't being all inclusive. From my experience and what others have said, story driven GMs tend to fudge over simulation driven GMs.</p><p></p><p></p><p></p><p>I think this is a given. I also think 99% of story driven games do this. But, when all of those statistically modified random results that did help build a story come to a lurching halt from time to time, many GMs and players both fudge to get the best entertainment possible. Notice I said many, not all. I do think most of the time a good GM can work with whatever the dice say happens, but a good storyteller knows when a random result ruins months of effort and they are doing nothing wrong by bending rules. That is why in nearly every role playing game it says that the GM can break the rules when they deem it appropriate.</p><p></p><p></p><p></p><p>This can happen, but more often than not, the randominess of dice hurt smart player choices that should work, even with all of their effort, planning and high levels of bonuses and skills, when the die rolls a 1. Most of the time its ok to let failure occur, but if it entirely ruins the campaign, why let an abstract and poor simulation of reality being represented by the dice rolls do that when 95% of the time it would have gone the other way any ways?</p><p></p><p>Keep in mind, there are entire camps within the roleplaying hobby that are advocates of diceless role playing or games without systems at all. They tend to be high drama and story driven, require a degree of maturity to resolve disagreements and usually spend time exploring character development, puzzles and the hidden aspects of the campaign's world. These groups using this play style use common sense and drama, incuding allowing characters to die, when the story and the player's actions deems it necessary.</p><p></p><p>Some groups enjoy a form of this style of play that plays off the dice to give random results so that the game is more unexpected, but still driven by story (as you are suggesting). Then there are all of the styles of play ranging in between. The conclusion is still, a GM who fudges dice from time to time is not cheating or spoiling the experience as long as they are not taking anything away from the player's choices and allow positive and negative consequences to occur.</p></blockquote><p></p>
[QUOTE="Najo, post: 3980883, member: 9959"] I wasn't being all inclusive. From my experience and what others have said, story driven GMs tend to fudge over simulation driven GMs. I think this is a given. I also think 99% of story driven games do this. But, when all of those statistically modified random results that did help build a story come to a lurching halt from time to time, many GMs and players both fudge to get the best entertainment possible. Notice I said many, not all. I do think most of the time a good GM can work with whatever the dice say happens, but a good storyteller knows when a random result ruins months of effort and they are doing nothing wrong by bending rules. That is why in nearly every role playing game it says that the GM can break the rules when they deem it appropriate. This can happen, but more often than not, the randominess of dice hurt smart player choices that should work, even with all of their effort, planning and high levels of bonuses and skills, when the die rolls a 1. Most of the time its ok to let failure occur, but if it entirely ruins the campaign, why let an abstract and poor simulation of reality being represented by the dice rolls do that when 95% of the time it would have gone the other way any ways? Keep in mind, there are entire camps within the roleplaying hobby that are advocates of diceless role playing or games without systems at all. They tend to be high drama and story driven, require a degree of maturity to resolve disagreements and usually spend time exploring character development, puzzles and the hidden aspects of the campaign's world. These groups using this play style use common sense and drama, incuding allowing characters to die, when the story and the player's actions deems it necessary. Some groups enjoy a form of this style of play that plays off the dice to give random results so that the game is more unexpected, but still driven by story (as you are suggesting). Then there are all of the styles of play ranging in between. The conclusion is still, a GM who fudges dice from time to time is not cheating or spoiling the experience as long as they are not taking anything away from the player's choices and allow positive and negative consequences to occur. [/QUOTE]
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