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Community
General Tabletop Discussion
*Dungeons & Dragons
How do players feel about DM fudging?
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<blockquote data-quote="Cadence" data-source="post: 8598051" data-attributes="member: 6701124"><p>I kind of want a big data collecting poll on metagaming things (using player knowledge, mechanics like fate points, mechanics like needing player permission for a death, knowing what's in the module) and fudging things (changing dice rarely in combat, changing them regularly, having reinforcements show up, adjusting hp before combat starts, adjusting before game session starts, etc ...), and then to build a big factor analytic model to test some theories.</p><p></p><p>I wonder if we could tease out some underlying things. </p><p></p><p>Is there one group where the issue is "not being able to stop thinking about it" (a little combat die fudging is bad in part because I'll worry every roll is fudged - and it's easy for a DM to just not do it; DM reinforcement fudging and player knowledge use metagaming is ok because it's hard to tell and if I worried about it I'd never do anything; other player side metagame stuff is an unrelated issue).</p><p></p><p>Is there another where the issue is getting in character. A little DM fudging isn't bad as long as I don't notice (so just covertly do it, don't ask me mid combat), metagame knowledge use isn't great if it's obvious that's what you're doing because it breaks immersion, and metagame player side mechanics are generally bad because they make me think about the game too much and not my character. [Leans more collaborative story side - but still definitely wants it to be a game].</p><p></p><p>And a third group that doesn't like the fudging because it is anti-game and reminds them of just hearing a story, but is ok with the player side metagame stuff because it doesn't break any immersion for them and gives them more say in where things go [leans more game side - but still definitely likes the collaborative story that shows up].</p></blockquote><p></p>
[QUOTE="Cadence, post: 8598051, member: 6701124"] I kind of want a big data collecting poll on metagaming things (using player knowledge, mechanics like fate points, mechanics like needing player permission for a death, knowing what's in the module) and fudging things (changing dice rarely in combat, changing them regularly, having reinforcements show up, adjusting hp before combat starts, adjusting before game session starts, etc ...), and then to build a big factor analytic model to test some theories. I wonder if we could tease out some underlying things. Is there one group where the issue is "not being able to stop thinking about it" (a little combat die fudging is bad in part because I'll worry every roll is fudged - and it's easy for a DM to just not do it; DM reinforcement fudging and player knowledge use metagaming is ok because it's hard to tell and if I worried about it I'd never do anything; other player side metagame stuff is an unrelated issue). Is there another where the issue is getting in character. A little DM fudging isn't bad as long as I don't notice (so just covertly do it, don't ask me mid combat), metagame knowledge use isn't great if it's obvious that's what you're doing because it breaks immersion, and metagame player side mechanics are generally bad because they make me think about the game too much and not my character. [Leans more collaborative story side - but still definitely wants it to be a game]. And a third group that doesn't like the fudging because it is anti-game and reminds them of just hearing a story, but is ok with the player side metagame stuff because it doesn't break any immersion for them and gives them more say in where things go [leans more game side - but still definitely likes the collaborative story that shows up]. [/QUOTE]
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How do players feel about DM fudging?
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