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*TTRPGs General
GM Partiality. To be, or not to be...
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<blockquote data-quote="Guest&nbsp; 85555" data-source="post: 8782598"><p>I'm very much with the playing to find out camp. I don't play traveller, so I could be missing important nuance here. And I think the GM should always have the right to intercede if dice make a really incongruous result (for example completely contradicting something that has already been established, or causing an NPC or group to do something they simply never would). But other than edge cases like that, I think rolling the dice is an important part of play. RPGs just lose something for me when there isn't that element of surprise and randomness from time to time (and the surprise isn't cleaved to by the group). I think sometimes the most unpleasant and disastrous results, yield the best material in their wake anyways. </p><p></p><p>That said, if there was some GM error on your part you felt made the result not particularly genuine, then I do think its fair for you to address that somehow (usually when I make an error as a GM, I tell my players about the error and ask if they want to keep things as is or undo what just happened). I think if Gm error is involved in GM partiality, you really need to make an effort to preserve that impartiality by being transparent and clear about what just happened. I mentioned this elsewhere I think, but in an adventure I ran the other day, totally different system, modern horror, the players killed a vampire by pulling down the blinds and letting the sun in. The only problem was, I was still midnight and I forgot to properly track and convey time to them. One of the players pointed out the error, and I acknowledged it and asked if they wanted to keep the results or redu it. It was in their favor so keeping it wasn't too hard, but the mistake was on me (just had a mental glitch where my brain suddenly imagined the sun being out for no reason, and I conveyed to them that the sun was out---at a time in the adventure when it absolutely would not have been)</p></blockquote><p></p>
[QUOTE="Guest 85555, post: 8782598"] I'm very much with the playing to find out camp. I don't play traveller, so I could be missing important nuance here. And I think the GM should always have the right to intercede if dice make a really incongruous result (for example completely contradicting something that has already been established, or causing an NPC or group to do something they simply never would). But other than edge cases like that, I think rolling the dice is an important part of play. RPGs just lose something for me when there isn't that element of surprise and randomness from time to time (and the surprise isn't cleaved to by the group). I think sometimes the most unpleasant and disastrous results, yield the best material in their wake anyways. That said, if there was some GM error on your part you felt made the result not particularly genuine, then I do think its fair for you to address that somehow (usually when I make an error as a GM, I tell my players about the error and ask if they want to keep things as is or undo what just happened). I think if Gm error is involved in GM partiality, you really need to make an effort to preserve that impartiality by being transparent and clear about what just happened. I mentioned this elsewhere I think, but in an adventure I ran the other day, totally different system, modern horror, the players killed a vampire by pulling down the blinds and letting the sun in. The only problem was, I was still midnight and I forgot to properly track and convey time to them. One of the players pointed out the error, and I acknowledged it and asked if they wanted to keep the results or redu it. It was in their favor so keeping it wasn't too hard, but the mistake was on me (just had a mental glitch where my brain suddenly imagined the sun being out for no reason, and I conveyed to them that the sun was out---at a time in the adventure when it absolutely would not have been) [/QUOTE]
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