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How do players feel about DM fudging?
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<blockquote data-quote="EzekielRaiden" data-source="post: 8601559" data-attributes="member: 6790260"><p>Sure there is. Or rather are; there's two options.</p><p></p><p>1. Diegetically introduce new worldbuilding when you would otherwise fudge, or (preferably) well before any fudging might be considered. Since you only do player supportive fudging, this is actually easier than the generic case, as you only need to explain why a very rare but occasionally possible correction could occur. A deity or cosmic being of luck or fate would be a classic example. Dungeon World's Last Breath move provides another option: Death makes a bargain with the character to keep them alive, but having to complete some kind of service in exchange. Other options include Harry Potter-style "innate" protective magic, a bloodline destiny (or curse) that drags the character back to life just once or reveals a hidden talent that saves their life, a secret ally that intervenes but at great personal cost, sudden crippling damage/debility applied to the attacker(s), etc. There's very few limits to what could be done to make these things diegetic.</p><p></p><p>2. Just level with your players. You have taken great pains to indicate just how rare and unusual an event it is when you feel fudging is warranted. Why not just say that to your players? "This went stupidly pear-shaped. You don't deserve such crappy results, so we're not going to abide by that. I rolled another bloody 20, but I'm counting it as just a regular hit. You're incredibly hurt, but not dead yet. Choose carefully, you could still die if you're reckless." Like...for real if this is a once-a-campaign kind of event, why not just level with them? It happens so rarely anyway, and then your players will know for sure that any of the other times, you really are playing the dice exactly as they are, no fudging.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 8601559, member: 6790260"] Sure there is. Or rather are; there's two options. 1. Diegetically introduce new worldbuilding when you would otherwise fudge, or (preferably) well before any fudging might be considered. Since you only do player supportive fudging, this is actually easier than the generic case, as you only need to explain why a very rare but occasionally possible correction could occur. A deity or cosmic being of luck or fate would be a classic example. Dungeon World's Last Breath move provides another option: Death makes a bargain with the character to keep them alive, but having to complete some kind of service in exchange. Other options include Harry Potter-style "innate" protective magic, a bloodline destiny (or curse) that drags the character back to life just once or reveals a hidden talent that saves their life, a secret ally that intervenes but at great personal cost, sudden crippling damage/debility applied to the attacker(s), etc. There's very few limits to what could be done to make these things diegetic. 2. Just level with your players. You have taken great pains to indicate just how rare and unusual an event it is when you feel fudging is warranted. Why not just say that to your players? "This went stupidly pear-shaped. You don't deserve such crappy results, so we're not going to abide by that. I rolled another bloody 20, but I'm counting it as just a regular hit. You're incredibly hurt, but not dead yet. Choose carefully, you could still die if you're reckless." Like...for real if this is a once-a-campaign kind of event, why not just level with them? It happens so rarely anyway, and then your players will know for sure that any of the other times, you really are playing the dice exactly as they are, no fudging. [/QUOTE]
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How do players feel about DM fudging?
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