roguerouge said:
It's interesting how people keep talking about how the game needs heroics, yet the players who are cheating rampantly and consistently drain it from the game. Heroics requires accepting great risks. These players don't accept their characters running big risks to their characters.
Sums it up pretty well. I don't game for wish-fulfillment, and I don't lack the ability to have a good time when things aren't necessarily going my way. Nor do I game with folks I suspect suffer from those flaws. I'm quite honestly appalled at the number of folks who can justify cheating, their own or someone else's, because somehow they might not have a good time if they didn't win at everything. Because something bad might happen. Ugh.
I used to fudge some rolls as a GM here and there; always in the players' favor, but I still did it. I'll admit to that. And, from a certain point of view, I can accept that as a valid GM tool in some games - all in all, you make the rules, so it's your call if you want to decide a blow hits or doesn't hit. But I went cold-turkey when I switched to HackMaster, and never looked back (no matter what system I run, now).
See, I'm a big softy. Really, I am - if I have to
decide to kill a PC, it's never gonna happen - not unless they're
real dumb, and force my hand. So, if I justify fudging one roll to save a PC's bacon - even if they got a "raw deal," or a monster got a freak high roll streak (Oh, the whining from RPGnet folks in the "PCs as Precious Snowflakes" thread over how unfair it is for a character to die "from the random luck of the dice" - what game are we playing, again? Candyland?), then I can justify another, and another. And the
players get a raw deal - they're given unrealistic expectations about their capabilities (as well as those of their foes). If one ogre couldn't manage to hit them for five rounds (because they were low level, and one hit would've splattered one of them), then why would they expect the next one to be any better? At that point, if I let a PC die, I really
did kill them - I set up a game where PCs can't die, other than by downright suicidal actions, and then changed my mind and pulled the switch on them.
Not anymore. Now, I let the dice fall where they may. I've even started rolling out in the open as often as not (although some things are still behind the screen, to preserve precious player ignorance). And my players know two things: a) That I'll stick to the results the dice give me, and nothing will save them short of playing hard and smart, and b) that when they succeed? They
actually earned it. I'd never take that knowledge away from them again; my guys don't deserve anything less.
And this has freed me like I can't even tell you. I'm FAR from a killer GM - quite the opposite, I plan my games with the sure knowledge that my PCs' fate is in my hands, and that if I pit them against foes they simply can't beat, with no way to escape the encounter, if I don't make sure that the players have adequate information to avoid an otherwise deadly threat, or if I place them in a situation that is absolutely unwinnable IMC, than
I dropped the ball - they deserve better than that. It's
my responsibility to walk that fine line between challenge and deathtrap, and I take that seriously. Because once we're playing, the gloves are off - once I've determined what I have to work with, I'm coming at them with everything I have. And the dice determine whether I (in one of my many guises as the PCs' mortal foes, legion as they are) can pull it off - once it gets to that point, you're damn straight I'm out to kill a PC. Maybe two, maybe I score a TPK (and a new sticker for my screen). And I'm rooting for the players the whole time. No conflict there, none whatsoever - I set'em up, I trust them to knock'em down. Without the spectre of dice fudging hanging over me, I'm free to sit back and be amazed by my players' skill and ingenuity. No fretting over whether I should pull my punches, no bad feelings about playing too rough - if I kill one of them, I mourn right along with the player, even as I gloat about it - and no bad feelings on either side, because they know they got a fair shake. If they steamroll my carefully-planned killer ambush, I'm damn proud of them, even as I try to figure out what went wrong. It's a beautiful dichotomy.
Nothing beats the feeling when they pull it out of the fire once again, even after I was
sure I had them on the ropes - so damn proud I could burst.
Long story short, being straight with the dice lets me be a player, too - I don't sit behind the screen to tell bedtime stories. I'm there to game. Wouldn't have it any other way.
(Before someone chimes in with, "Well that's fine for YOU, but not EVERYBODY likes to play that way, you big dumb jerk," I'll tack a "YMMV" here on the end. Because I wouldn't want to insinuate that my way is somehow better than yours, right?

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