eyebeams said:
Again, you're assuming that there must be some error when the orcs are too tough -- either the DM's error or the designer's error. There's no error, Buzz. None. Fudging happens all the time when nobody's made any encounter design mistakes at all.
Sometimes orcs are tough because chance defies trends over enough instances to encompass an encounter.
This is very important:
Statistical trends and expected outcomes are not the same as what actually happens in a game.
Please read this again. And again. No really. I say this because this is one of those things that really does require a great deal of thought to absorb without appealing to the biases of the subculture, which, when they come to this sort of thing, are almost uniformly wrong. People tend to confuse a trend with individual instances. The fact that the orcs you designs have a BAB of +5 does not in fact mean the encounter will proceed as if the orcs always roll 15. maybe the orcs keep scoring 20+ in the encounter, even though they have a +5 bonus. The chance of them *not* getting a 15 is very good. The chance of you or I predicting whether it will be higher or lower and how this plus into PC tactics is not good. It's terrible.
In essence, you are asking a game design to adhere to systems whose outcomes only look relaible. They aren't, though people like to hear otherwise because gamer culture is fond of crude hubris. There is simply no reason to expect that a game will provide optimal results all the time, and in fact, it is doubtful that, strictly speaking, they do so even some of the time. But gamers apply various narrative fallacies to rehabilitate results they don't care for, while disguising actual, contentious results from systems they want to defend.
But to be crude myself, I'll say that a lot of gaming consists of people justofying crappy results post hoc and bragging about it, and that there's nothing whatsoever you can efver, ever do, no matter how hot you think a game is, to do any better. This is the dismal, necessary truth, and when people talk about designing minimum-fault systems they are essentially discussinghow to best enable self-deception. Sorry.
So, essentially, all game systems are ultimately beholden to randomized results (Chess begs to differ; so does Amber Diceless), all game systems are inherently lethal (Monopoly begs to differ; so does Toon), and all random lethality produces undesirable results. The last, at least, is a matter of personal taste; the others are simply wrong. Eruditely stated and re-stated, dressed in the full flowery prose of RPG theory - but simply, factually, wrong.
If "all game systems" translates roughly to "RPGs you've played," you may be correct. Fortunately, the latter is a subset of the former, not synonymous with it.
Your statement fails on a factual level as soon as you realize that there are games in which chance does not play a part. In an arbitrarily large number of chess games, a rook will never, ever do something a queen could not. In an arbitrarily large number of collaborative storytelling games, events will never, ever transpire without player consent.
It also fails when chance plays a very small part. In an arbitrarily large number of Final Fantasy games, a creature that does 0 damage on a critical will never, ever kill a PC, and a PC that can kill a creature in one hit with a spell regardless of damage variance will always do so.
It also fails when narrative controls are distributed among the participants. In an arbitrarily large number of games in which players begin play with a narrative resource they can expend to narrate events, a PC will never, ever go down to a mook unless his player chooses to allow it.
It also fails when the participants do not consider the range of probability allowed by the game unacceptable. In an arbitrarily larger number tactical wargames in which victory is not assured but competition is, a player will never, ever have cause to complain if the end result of fair use of the system is not him winning.
To address another of your statements that is, frankly, factually wrong:
eyebeams said:
Fudging is GM moderation of the game's mechanics. Many systems just spread the fudging past the GM or provide lose enough results that fudging is required, or hand out points that let you fudge the rules. None of these are significantly different from traditional fudging, except, perhaps, that they more effectively disguise moderation and make people feel better.
Once again, well said - and wrong.
The games in question do not 'hand out points that let you fudge the rules.' As a part of the rules, they state: "Here is a resource that lets you decide what happens. Spend Wisely." This is not 'fudging' the rules, it's using a part of the rules in the intended manner. Just because in a traditional RPG, this function would be restricted to the GM and the GM could do it an unlimited number of times
does not mean it's the same thing.
Narrative mechanics are limited by the rules. They say what the mechanic does, when and how you can use it. They, like spells in D&D or money in Monopoly, are an expendable resource that renews in a set way within the rules, and provide a set result.
You can abuse a narrative mechanic, failing to mark off uses or account for points spent (although the usually dramatic results can make this challenging), but if you do so, you are CHEATING.
GM fiat is limited by nothing (except the players' ability to walk away from the table).
Here's a simple test to demonstrate the difference:
You can insert a narrative mechanic identical to the one I described above into any pure, competitive wargame in which chance plays a factor - Star Wars Minis, for example, or Warhammer. In that context, each player would likely get an equal number of Narrative Points, or could purchase them in the same way as purchasing more figures. You could spend those points to simply DECLARE a result - my Darth Vader, Jedi Hunter DOES crit your Yoda, Jedi Master, or your High Elf Archers all miss my Night Goblin Spearmen. As long as the points were even (or could be bought at the same cost), then the game would remain competitive.
You could not insert fiat into the same system without removing the competitivness. If you tried, the player who had fiat could simply declare "I win" in every game; if he played the game out, it would be ONLY as a courtesy to the other player or to "see what happens." If the player with fiat won, it would be suspect. If the player without fiat won, it would be only at the sufferance of the one who had it.