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<blockquote data-quote="nedjer" data-source="post: 5476609" data-attributes="member: 83796"><p>Ironically, and counter-productively, not 'fudging' PC death rolls for beginners sucks the grit out of death. Sure, a highly combative game is going to involve lots more potential deaths; but in practice most deaths, even in outright war, are due to disease, malnutrition and infection.</p><p></p><p>So PC deaths are being fudged all the time - when PCs don't get a waterborne disease everytime they drink from a trough or a stream, or (in an earth like setting) sleep without a mosquito net in a warm climate.</p><p></p><p>Ideally, you're going to prompt or inform a new player what to anticipate if they continue down the route to a death roll; so that they're aware of the choice they're making and a fudge is neither expected nor offered. However, if the GM doesn't signpost what's coming to a newbie they're not allowing for a skills gap that has to be bridged for outcomes to be considered 'fair' to the new player.</p><p></p><p>I.e. in amongst a whole load of compromises and negotiations, (that are part of what makes RPGs unique), the unpleasant death of a 7 year old's PC's new pet - through the GM's failure to hint, caution or prompt <em>and</em> by failing to apply a quick, on the spot, fix/ fudge - is maybe the greater 'evil'?</p></blockquote><p></p>
[QUOTE="nedjer, post: 5476609, member: 83796"] Ironically, and counter-productively, not 'fudging' PC death rolls for beginners sucks the grit out of death. Sure, a highly combative game is going to involve lots more potential deaths; but in practice most deaths, even in outright war, are due to disease, malnutrition and infection. So PC deaths are being fudged all the time - when PCs don't get a waterborne disease everytime they drink from a trough or a stream, or (in an earth like setting) sleep without a mosquito net in a warm climate. Ideally, you're going to prompt or inform a new player what to anticipate if they continue down the route to a death roll; so that they're aware of the choice they're making and a fudge is neither expected nor offered. However, if the GM doesn't signpost what's coming to a newbie they're not allowing for a skills gap that has to be bridged for outcomes to be considered 'fair' to the new player. I.e. in amongst a whole load of compromises and negotiations, (that are part of what makes RPGs unique), the unpleasant death of a 7 year old's PC's new pet - through the GM's failure to hint, caution or prompt [I]and[/I] by failing to apply a quick, on the spot, fix/ fudge - is maybe the greater 'evil'? [/QUOTE]
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