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DMing philosophy, from Lewis Pulsipher
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<blockquote data-quote="Ruin Explorer" data-source="post: 6314866" data-attributes="member: 18"><p>I can't give his examples, but I'm familiar with the general concept - group teleports, especially ones which also pull dead/dying people with them are an in-game-type ability along those lines - especially if they have some kind of consequential cost. You can get away but it costs you. The problem with these is that many games, including D&D, tend to limit abilities like this to spellcasters, and to the higher levels, when the situations most likely to require them actually occur in the mid-levels (in my experience).</p><p></p><p>Shadowrun 5E has a very clear one - you can burn a point of permanent Karma (which is stat, raised like any other, in 5E), to guarantee to survive any one otherwise-fatal event (like falling out of an aeroplane) - the way it's described really seems like it's intended that the GM let you "get away", too, not just avoid death for a single round or whatever.</p><p></p><p>My memory is failing me, but I'm pretty sure there are other games out there which allow you to burn permanent resources/gain in order to survive something.</p><p></p><p>Of course what may also be meant is the less-literal aspect of "ejector seat" mechanics - but one which prevents the need to fudge even more - that you can use Fate/Luck points to negate "OH SHEEZ!" bad rolls that would really have suggested DM fudging back in the day. In fact, this is particularly good because it also encapsulates the "Well, if you screw up enough times..." model of DM fudging, where eventually the DM stops fudging because the PCs keep screwing up - because Fate/Luck/Karma points are limited, eventually they will have to face the music if they don't get their act together.</p><p></p><p>I'd never really thought that through before - but that's why I find I never or almost never have to fudge in games which include such points, because they've taken the fudging away (and the judgement of when fudging has gone too far!) and effectively given it to the players.</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 6314866, member: 18"] I can't give his examples, but I'm familiar with the general concept - group teleports, especially ones which also pull dead/dying people with them are an in-game-type ability along those lines - especially if they have some kind of consequential cost. You can get away but it costs you. The problem with these is that many games, including D&D, tend to limit abilities like this to spellcasters, and to the higher levels, when the situations most likely to require them actually occur in the mid-levels (in my experience). Shadowrun 5E has a very clear one - you can burn a point of permanent Karma (which is stat, raised like any other, in 5E), to guarantee to survive any one otherwise-fatal event (like falling out of an aeroplane) - the way it's described really seems like it's intended that the GM let you "get away", too, not just avoid death for a single round or whatever. My memory is failing me, but I'm pretty sure there are other games out there which allow you to burn permanent resources/gain in order to survive something. Of course what may also be meant is the less-literal aspect of "ejector seat" mechanics - but one which prevents the need to fudge even more - that you can use Fate/Luck points to negate "OH SHEEZ!" bad rolls that would really have suggested DM fudging back in the day. In fact, this is particularly good because it also encapsulates the "Well, if you screw up enough times..." model of DM fudging, where eventually the DM stops fudging because the PCs keep screwing up - because Fate/Luck/Karma points are limited, eventually they will have to face the music if they don't get their act together. I'd never really thought that through before - but that's why I find I never or almost never have to fudge in games which include such points, because they've taken the fudging away (and the judgement of when fudging has gone too far!) and effectively given it to the players. [/QUOTE]
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