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Cheating - who cares?
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<blockquote data-quote="TheAuldGrump" data-source="post: 2820866" data-attributes="member: 6957"><p>A game is a social contract, by playing the game you are agreeing to 'play by the rules'.</p><p></p><p>Cheating, in my opinion, damages that contract. Risk of failure is a part of the game, a part that makes the game more challenging and, again in my opion, more entertaining.</p><p></p><p>Part of the contract is to allow everyone their 'chance to shine', to do something that is against the odds, risky yet rewarding, or just plain neat. A cheater is stealing those chances from other people, making his character shine more than those around him. If I catch a player cheating then I talk to him about it after the game, if he does it again then I call it to the attention of the group (sometimes the player quits at this point since I am 'humiliating him'). Third time is the boot. I have kicked players out of the game for repeated cheating, and if the occassion arises again then I will do so again.</p><p></p><p>A few times I have used the idea of Karma Dice from the 7th Sea Gamemaster's Guide - having a pool of dice that the players can use to boost <em>someone else's roll</em> (they are also required to give a description of what happened to boost the roll). These are 'Good Karma' dice. When I have caught a player cheating then I throw a 'Bad Karma' die into the pot. At some point in the future, when a player, not necessarily the one who was caught cheating, gets an extraordinary roll, I pull out the 'Bad Karma' die and say either 'you miss' or 'you fail'. It is amazing how seldom people use Good Karma dice to boost the rolls of the person who gained them the Bad Karma. (Bad Karma does not come along just for cheating, it can be used to curb a good deal of disruptive behavior. If I feel that I have been disruptive myself as GM (talking out of game while the game is on for example) then I will add a Good Karma die to the pot.) This has also worked.</p><p></p><p>The Auld Grump</p></blockquote><p></p>
[QUOTE="TheAuldGrump, post: 2820866, member: 6957"] A game is a social contract, by playing the game you are agreeing to 'play by the rules'. Cheating, in my opinion, damages that contract. Risk of failure is a part of the game, a part that makes the game more challenging and, again in my opion, more entertaining. Part of the contract is to allow everyone their 'chance to shine', to do something that is against the odds, risky yet rewarding, or just plain neat. A cheater is stealing those chances from other people, making his character shine more than those around him. If I catch a player cheating then I talk to him about it after the game, if he does it again then I call it to the attention of the group (sometimes the player quits at this point since I am 'humiliating him'). Third time is the boot. I have kicked players out of the game for repeated cheating, and if the occassion arises again then I will do so again. A few times I have used the idea of Karma Dice from the 7th Sea Gamemaster's Guide - having a pool of dice that the players can use to boost [i]someone else's roll[/i] (they are also required to give a description of what happened to boost the roll). These are 'Good Karma' dice. When I have caught a player cheating then I throw a 'Bad Karma' die into the pot. At some point in the future, when a player, not necessarily the one who was caught cheating, gets an extraordinary roll, I pull out the 'Bad Karma' die and say either 'you miss' or 'you fail'. It is amazing how seldom people use Good Karma dice to boost the rolls of the person who gained them the Bad Karma. (Bad Karma does not come along just for cheating, it can be used to curb a good deal of disruptive behavior. If I feel that I have been disruptive myself as GM (talking out of game while the game is on for example) then I will add a Good Karma die to the pot.) This has also worked. The Auld Grump [/QUOTE]
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