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<blockquote data-quote="MoogleEmpMog" data-source="post: 3527673" data-attributes="member: 22882"><p>When I ran AD&D and BD&D and several other older systems, I was an inveterate fudger (fudge being a rather more polite term than 'cheat' when the GM does it <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> ). Die rolls were vetted for dramatic effect.</p><p></p><p>In vanilla 3e, I still do this. But then, I don't run vanilla 3e.</p><p></p><p>Fudging is, IMO, a kludgy, early generation RPG solution to the same problem later addressed more elegantly by narrative mechanics. Namely, that random chance only randomly produces an enjoyable story. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Nowadays, I'm far more inclined to dole out powerful narrative control mechanisms to the players, and a <em>limited</em> narrative control mechanism to the GM, so both sides can declare <em>within the gameplay</em> when something is important from a story perspective.</p><p></p><p>This, IMX, allows for very intense, tactical challenges that <em>also</em> result in cool stories. The older method usually involves meaningful tactics (dice fall where they may) <em>or</em> cool stories (GM fudges), but only randomly - and rarely - produces both. This also lets the players decide what they think would be cool rather than hoping the GM agrees with them, and lets the GM arbitrarily decide what <em>he</em> thinks is cool, while still playing cut-throat, competitive and tactical, without being unfair.</p></blockquote><p></p>
[QUOTE="MoogleEmpMog, post: 3527673, member: 22882"] When I ran AD&D and BD&D and several other older systems, I was an inveterate fudger (fudge being a rather more polite term than 'cheat' when the GM does it ;) ). Die rolls were vetted for dramatic effect. In vanilla 3e, I still do this. But then, I don't run vanilla 3e. Fudging is, IMO, a kludgy, early generation RPG solution to the same problem later addressed more elegantly by narrative mechanics. Namely, that random chance only randomly produces an enjoyable story. ;) Nowadays, I'm far more inclined to dole out powerful narrative control mechanisms to the players, and a [I]limited[/I] narrative control mechanism to the GM, so both sides can declare [I]within the gameplay[/I] when something is important from a story perspective. This, IMX, allows for very intense, tactical challenges that [I]also[/I] result in cool stories. The older method usually involves meaningful tactics (dice fall where they may) [I]or[/I] cool stories (GM fudges), but only randomly - and rarely - produces both. This also lets the players decide what they think would be cool rather than hoping the GM agrees with them, and lets the GM arbitrarily decide what [I]he[/I] thinks is cool, while still playing cut-throat, competitive and tactical, without being unfair. [/QUOTE]
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