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Everybody Cheats?
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<blockquote data-quote="talien" data-source="post: 7750584" data-attributes="member: 3285"><p>Gary Alan Fine's early survey of role-playing games found that everybody cheated. But the definition of what cheating is when it applies to role-playing games differs from other uses of the term. Does everyone really cheat in RPGs?</p><p style="text-align: center"></p> <p style="text-align: center">[ATTACH=full]254503[/ATTACH]</p><h3>Yes, Everybody</h3><p>Gary Alan Fine's work, <a href="https://amzn.to/2yb0KfY" target="_blank"><em>Shared Fantasy</em></a>, <a href="https://books.google.com/books?id=rLlLbN0XuSEC&q=cheating#v=snippet&q=cheating" target="_blank">came to the following conclusion</a>:</p><p></p><p>Fine makes it a point of clarify that cheating doesn't carry quite the same implications in role-playing as it does in other games:</p><p></p><p>The interesting thing about cheating is that if everyone cheats, parity is maintained among the group. But when cheating is rampant, any player who adheres slavishly to die-roll results has "bad luck" with the dice. Cheating takes place in a variety of ways involving dice (the variable component PCs can't control), such as saying the dice is cocked, illegible, someone bumped the table, it rolled off a book or dice tray, etc.</p><h3>Why Cheat?</h3><p>One of the challenges with early D&D is that co-creator Gary Gygax's design used rarity to make things difficult. This form of design reasoned that the odds against certain die rolls justified making powerful character builds rare, and it all began with character creation.</p><p></p><p>Character creation was originally 3d6 for each attribute, full stop. With the advent of computers, players could automate this rolling process by rapidly randomizing thousands of characters until they got the combination of numbers they wanted. These numbers dictated the PC's class (paladins, for example, required a very strict set of high attributes). Psionics too, in <em>Advanced Dungeons & Dragons,</em> required a specific set of attributes that made it possible to spontaneously manifest psionic powers. Later forms of character generation introduced character choice: 4d6 assigned to certain attributes, a point buy system, etc. But in the early incarnations of the game, it was in the player's interest, if she wanted to play a paladin or to play a psionic, to roll a lot -- or just cheat (<a href="https://amzn.to/2sX3Lvz" target="_blank">using the dice pictured above</a>).</p><p></p><p>Game masters have a phrase for cheating known as "fudging" a roll; the concept of fudging means the game master may ignore a roll for or against PCs if it doesn't fit the kind of game he's trying to create. PCs can be given extra chances to reroll, or the roll could be interpreted differently. This "fudging" happens in an ebb and flow as the GM determines the difficulty and if the die rolls support the narrative.</p><p></p><p>GM screens were used as a reference tool with relevant charts and to prevent players from seeing maps and notes. But they also helped make it easier for GMs to fudge rolls. A poll on RPG.net shows that <a href="https://forum.rpg.net/showthread.php?771502-DM-quot-Fudging-quot-behind-the-screen-How-common-was-it" target="_blank">over 90% of GMs fudged rolls behind the screen</a>.</p><h3>Cheating Is the Rule</h3><p>One of Fifth Edition's innovations was adopting a common form of cheating -- the reroll -- by creating advantage. PCs now have rules encouraging them to roll the dice twice, something they've been doing for decades with the right excuse.</p><p></p><p>When it comes to cheating, it seems like we've all been doing it. But given that we're all working together to have a good time, is it really cheating?</p></blockquote><p></p>
[QUOTE="talien, post: 7750584, member: 3285"] Gary Alan Fine's early survey of role-playing games found that everybody cheated. But the definition of what cheating is when it applies to role-playing games differs from other uses of the term. Does everyone really cheat in RPGs? [CENTER] [ATTACH type="full" alt="61MMguCyhiL._AC_SL1500_.jpg"]254503[/ATTACH][/CENTER] [HEADING=2]Yes, Everybody[/HEADING] Gary Alan Fine's work, [URL='https://amzn.to/2yb0KfY'][I]Shared Fantasy[/I][/URL], [URL='https://books.google.com/books?id=rLlLbN0XuSEC&q=cheating#v=snippet&q=cheating']came to the following conclusion[/URL]: Fine makes it a point of clarify that cheating doesn't carry quite the same implications in role-playing as it does in other games: The interesting thing about cheating is that if everyone cheats, parity is maintained among the group. But when cheating is rampant, any player who adheres slavishly to die-roll results has "bad luck" with the dice. Cheating takes place in a variety of ways involving dice (the variable component PCs can't control), such as saying the dice is cocked, illegible, someone bumped the table, it rolled off a book or dice tray, etc. [HEADING=2]Why Cheat?[/HEADING] One of the challenges with early D&D is that co-creator Gary Gygax's design used rarity to make things difficult. This form of design reasoned that the odds against certain die rolls justified making powerful character builds rare, and it all began with character creation. Character creation was originally 3d6 for each attribute, full stop. With the advent of computers, players could automate this rolling process by rapidly randomizing thousands of characters until they got the combination of numbers they wanted. These numbers dictated the PC's class (paladins, for example, required a very strict set of high attributes). Psionics too, in [I]Advanced Dungeons & Dragons,[/I] required a specific set of attributes that made it possible to spontaneously manifest psionic powers. Later forms of character generation introduced character choice: 4d6 assigned to certain attributes, a point buy system, etc. But in the early incarnations of the game, it was in the player's interest, if she wanted to play a paladin or to play a psionic, to roll a lot -- or just cheat ([URL='https://amzn.to/2sX3Lvz']using the dice pictured above[/URL]). Game masters have a phrase for cheating known as "fudging" a roll; the concept of fudging means the game master may ignore a roll for or against PCs if it doesn't fit the kind of game he's trying to create. PCs can be given extra chances to reroll, or the roll could be interpreted differently. This "fudging" happens in an ebb and flow as the GM determines the difficulty and if the die rolls support the narrative. GM screens were used as a reference tool with relevant charts and to prevent players from seeing maps and notes. But they also helped make it easier for GMs to fudge rolls. A poll on RPG.net shows that [URL='https://forum.rpg.net/showthread.php?771502-DM-quot-Fudging-quot-behind-the-screen-How-common-was-it']over 90% of GMs fudged rolls behind the screen[/URL]. [HEADING=2]Cheating Is the Rule[/HEADING] One of Fifth Edition's innovations was adopting a common form of cheating -- the reroll -- by creating advantage. PCs now have rules encouraging them to roll the dice twice, something they've been doing for decades with the right excuse. When it comes to cheating, it seems like we've all been doing it. But given that we're all working together to have a good time, is it really cheating? [/QUOTE]
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