Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Fudging: DM vs player preferences
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="EzekielRaiden" data-source="post: 6804545" data-attributes="member: 6790260"><p>Echoing Skyscraper here: Making the question biased toward painting "fudging" in as positive a light as possible would, of course, lead to more people being okay with it. Similarly, if we phrased it in some inherently negative way, I'm sure we'd see things leaning far in the other direction.</p><p></p><p>Admittedly, the original poll should have had more options than "yes," "almost never," and "never." Perhaps something like "frequently"/"occasionally"/"rarely"/"almost never"/"never"; while admittedly that still has issues of squishy frequency terms (some people might vote "occasionally" when they do it at least once a session on average, while others might consider "once or twice per campaign" to be "occasionally," and the difference between "rarely" and "never" is pretty big.)</p><p></p><p></p><p></p><p>I guess trust is part of it--I really don't like being lied to, and see a vast gulf between "I don't tell you every fact up front, you have to learn or experience some of it yourself" and "I do things which I intentionally prevent you from learning and will go out of my way to deceive or even lie to make sure you never learn." But I also see it as...sort of a crutch, if that makes sense. It's a crutch for the players, cushioning them against the actual consequences of their actions, even when those consequences are <em>purely</em> the result of poorly-managed risk. And it's a crutch for the DM, either to avoid admitting that a mistake was made, or to avoid going to the effort of learning other ways to resolve the problems at hand. Because I have yet to hear a <em>single</em> example where fudging was the <em>only</em> solution to the problem--again, given that I define fudging as either modifying a stat after it's "been used in play," modifying the *kind* of result produced by a roll (e.g. monster dies, and can't fight -> monster lives and continues to fight, <strong>not</strong> monster dies, and can't fight -> monster is knocked unconscious, and can't fight), or giving the players true/accurate information (complete or partial) only to turn around and make that information false/inaccurate at a later point.</p><p></p><p></p><p></p><p>Alternatively, the players trust the DM and enjoy the experience, because they know the DM will neither deceive them nor pretend the game works a way it doesn't.</p><p></p><p></p><p></p><p>Control has never had anything to do with it, for me. I can't learn from my mistakes--even the mistake of poorly managing risk--if those mistakes are whisked away when they would cause harm. I can't learn from my successes--even the success of getting lucky--if the benefits of actual good luck are removed (monster doesn't die when someone gets a lucky hit that should kill it), and I think I receive good luck when I didn't. That's not a control issue; it's a skill issue. By playing the game, building up a body of experience of what works and doesn't, what's risky and what's not, etc. I learn how to play well; but I can't do that if the body of experience contains manufactured data, aka fudging.</p><p></p><p></p><p></p><p>Well, if there actually are people who feel that other side of the issue you discussed, great. But it would seem to me that you are under the mistaken understanding that there are <em>only</em> two sides to this issue. Yes, we can group answers, more or less, as "pro-fudging" or "anti-fudging," but that's a bit like grouping, say, religious traditions on whether they're pro-monotheism or anti-monotheism. You'll end up with weird stuff like atheists and polytheists being "anti-monotheist," and thus "the same" despite being fundamentally different (similarly, you'd end up with a portion of maltheists "on the same side" as Christians, despite their radical differences).</p><p></p><p></p><p></p><p>Alright, here's a question then: Would you prefer a DM that fudged unobtrusively to satisfactorily address those problems, or one who addressed them satisfactorily without any fudging at all (obtrusive or not)?</p><p></p><p></p><p></p><p>I've got no problem with adjusting an adventure before the fact, nor with adjusting future encounters "on the fly" (so long as the players haven't got an ironclad reason to expect specific encounters in a specific way, e.g. an accurate and recent copy of the guard duty roster for the castle they're infiltrating). I see your "urge to fudge" in either case as more accurately an urge to ensure that the adventure is an appropriate challenge for the party in question, and I believe the distinctly superior answer to that urge is to change the challenge itself, rather than interfering with the resolution system once the encounters/situations actually "begin."</p><p></p><p>---</p><p></p><p>As for the lumping together of results: it's going to be controversial no matter what you do. Leave them separate. Don't lump. Just don't do it.</p><p></p><p>Not that the percentages actually matter in any meaningful sense. Volunteer sample, can edit or retract vote later on, the possibility of sockpuppets, the unrepresentative nature.... Statistically, you can't claim a damn thing from either one, unless you restrict yourself to JUST the people who voted, which is obviously not very useful. But I've said all this a bajillion times before, so I doubt it will have any meaningful effect on attempting to "analyze" this stuff.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 6804545, member: 6790260"] Echoing Skyscraper here: Making the question biased toward painting "fudging" in as positive a light as possible would, of course, lead to more people being okay with it. Similarly, if we phrased it in some inherently negative way, I'm sure we'd see things leaning far in the other direction. Admittedly, the original poll should have had more options than "yes," "almost never," and "never." Perhaps something like "frequently"/"occasionally"/"rarely"/"almost never"/"never"; while admittedly that still has issues of squishy frequency terms (some people might vote "occasionally" when they do it at least once a session on average, while others might consider "once or twice per campaign" to be "occasionally," and the difference between "rarely" and "never" is pretty big.) I guess trust is part of it--I really don't like being lied to, and see a vast gulf between "I don't tell you every fact up front, you have to learn or experience some of it yourself" and "I do things which I intentionally prevent you from learning and will go out of my way to deceive or even lie to make sure you never learn." But I also see it as...sort of a crutch, if that makes sense. It's a crutch for the players, cushioning them against the actual consequences of their actions, even when those consequences are [I]purely[/I] the result of poorly-managed risk. And it's a crutch for the DM, either to avoid admitting that a mistake was made, or to avoid going to the effort of learning other ways to resolve the problems at hand. Because I have yet to hear a [I]single[/I] example where fudging was the [I]only[/I] solution to the problem--again, given that I define fudging as either modifying a stat after it's "been used in play," modifying the *kind* of result produced by a roll (e.g. monster dies, and can't fight -> monster lives and continues to fight, [B]not[/B] monster dies, and can't fight -> monster is knocked unconscious, and can't fight), or giving the players true/accurate information (complete or partial) only to turn around and make that information false/inaccurate at a later point. Alternatively, the players trust the DM and enjoy the experience, because they know the DM will neither deceive them nor pretend the game works a way it doesn't. Control has never had anything to do with it, for me. I can't learn from my mistakes--even the mistake of poorly managing risk--if those mistakes are whisked away when they would cause harm. I can't learn from my successes--even the success of getting lucky--if the benefits of actual good luck are removed (monster doesn't die when someone gets a lucky hit that should kill it), and I think I receive good luck when I didn't. That's not a control issue; it's a skill issue. By playing the game, building up a body of experience of what works and doesn't, what's risky and what's not, etc. I learn how to play well; but I can't do that if the body of experience contains manufactured data, aka fudging. Well, if there actually are people who feel that other side of the issue you discussed, great. But it would seem to me that you are under the mistaken understanding that there are [I]only[/I] two sides to this issue. Yes, we can group answers, more or less, as "pro-fudging" or "anti-fudging," but that's a bit like grouping, say, religious traditions on whether they're pro-monotheism or anti-monotheism. You'll end up with weird stuff like atheists and polytheists being "anti-monotheist," and thus "the same" despite being fundamentally different (similarly, you'd end up with a portion of maltheists "on the same side" as Christians, despite their radical differences). Alright, here's a question then: Would you prefer a DM that fudged unobtrusively to satisfactorily address those problems, or one who addressed them satisfactorily without any fudging at all (obtrusive or not)? I've got no problem with adjusting an adventure before the fact, nor with adjusting future encounters "on the fly" (so long as the players haven't got an ironclad reason to expect specific encounters in a specific way, e.g. an accurate and recent copy of the guard duty roster for the castle they're infiltrating). I see your "urge to fudge" in either case as more accurately an urge to ensure that the adventure is an appropriate challenge for the party in question, and I believe the distinctly superior answer to that urge is to change the challenge itself, rather than interfering with the resolution system once the encounters/situations actually "begin." --- As for the lumping together of results: it's going to be controversial no matter what you do. Leave them separate. Don't lump. Just don't do it. Not that the percentages actually matter in any meaningful sense. Volunteer sample, can edit or retract vote later on, the possibility of sockpuppets, the unrepresentative nature.... Statistically, you can't claim a damn thing from either one, unless you restrict yourself to JUST the people who voted, which is obviously not very useful. But I've said all this a bajillion times before, so I doubt it will have any meaningful effect on attempting to "analyze" this stuff. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Fudging: DM vs player preferences
Top