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
*TTRPGs General
Fudging for fun and profit.
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="Al'Kelhar" data-source="post: 5108059" data-attributes="member: 7884"><p>This.</p><p></p><p>While I can certainly understand the attractiveness of the "no fudging" approach to some, it doesn't work for me or my players. I don't fudge often, but will do so in order to either:</p><p>(a) maximise the group enjoyment of an encounter; or</p><p>(b) pursue some narrative agenda.</p><p></p><p>I design all my own encounters, and therefore every encounter is a "playtest" which may or may not be balanced. This is where I have control as a designer. Usually I'll get the balance right, but every so often I won't. And during the rolling of the dice during the encounter is where I have control as a DM (along with all the other techniques for combat management, such as sub-optimal monster choices, early retreats, additional reinforcements, etc.). So long as the outcome of the encounter is achieved - the characters win, get the widget or the clue, have the narrowest of escapes, whatever - me and my players don't really care whether it's due to good design or bad design coupled with some element of fudging.</p><p></p><p>I also have a group of players who aren't there to create a joint narrative with the DM. Sometimes I have to fight with them just to give their characters names! They're there to beat on the bad guys and get the gold. They enjoy the story that I create for thenm, but they're not going out of their way to create their own. Give them a sand box, and they're going to leave the sand box and go play computer games. Give them a compass and a pair of blinkers and they'll go exactly where I want them to, by the route I want to take them. And that's perfectly fine with them. So because I actually have ultimate narrative control, I don't want my players to "lose" because I've put them in a situation of my creation that's turned out bad for them through no fault of their own. So, yes, I fudge. That doesn't stop me from committing TPKs if they're downright stupid...</p><p></p><p>Cheers, Al'Kelhar</p></blockquote><p></p>
[QUOTE="Al'Kelhar, post: 5108059, member: 7884"] This. While I can certainly understand the attractiveness of the "no fudging" approach to some, it doesn't work for me or my players. I don't fudge often, but will do so in order to either: (a) maximise the group enjoyment of an encounter; or (b) pursue some narrative agenda. I design all my own encounters, and therefore every encounter is a "playtest" which may or may not be balanced. This is where I have control as a designer. Usually I'll get the balance right, but every so often I won't. And during the rolling of the dice during the encounter is where I have control as a DM (along with all the other techniques for combat management, such as sub-optimal monster choices, early retreats, additional reinforcements, etc.). So long as the outcome of the encounter is achieved - the characters win, get the widget or the clue, have the narrowest of escapes, whatever - me and my players don't really care whether it's due to good design or bad design coupled with some element of fudging. I also have a group of players who aren't there to create a joint narrative with the DM. Sometimes I have to fight with them just to give their characters names! They're there to beat on the bad guys and get the gold. They enjoy the story that I create for thenm, but they're not going out of their way to create their own. Give them a sand box, and they're going to leave the sand box and go play computer games. Give them a compass and a pair of blinkers and they'll go exactly where I want them to, by the route I want to take them. And that's perfectly fine with them. So because I actually have ultimate narrative control, I don't want my players to "lose" because I've put them in a situation of my creation that's turned out bad for them through no fault of their own. So, yes, I fudge. That doesn't stop me from committing TPKs if they're downright stupid... Cheers, Al'Kelhar [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Fudging for fun and profit.
Top