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If a DM can't cheat, can a player cheat?
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<blockquote data-quote="Imagicka" data-source="post: 1734646" data-attributes="member: 4621"><p>Greetings...</p><p> Well, it doesn't seem to bother you too much. So, if it isn't too much of a problem in-game, or outside of game...such as the other players also notice it and have complained about it behind this player's back. Then, I would take the attitude that you've taken. Why make problems for yourself? </p><p> </p><p> If it was a problem in-game...cheats often and does things like add an extra 4 or 5 to his favour, and not the occational 1. Or that the other players catch this and complain...well, yeah. Then you have a problem and should move towards resolving it. </p><p> </p><p> But some players are just pathelogical cheaters. I've seen it dozens of times, and early on in my GMing career, I would point it out, "Oh, no...that save is 17, not 18 with your bonuses...you missed it by one." -- The player would give you a half-dumb-half-dirty look. Now, I don't even bother when they do the occational tweek here or there, when they are 'on the cusp'... especially when they are in a situation where I would have fudged the dice myself. </p><p> </p><p> Hell, sometimes I promote 'cheating' in little ways. When players are rolling their hit dice for a new level, and they roll a one. I will say "Hey! What's that!?" and point to behind the player, grab their dice and roll it again. Of course they don't mind. </p><p> </p><p> I would, if you are bothered by his actions, start punishing him in sly little in-game ways that he probably won't even pick up on. The monsters tend to attack him first. Thieves steal a magical item from his room in the inn at night... which of course leads to a new campaign... but ultimately, the item is not recovered. If his little cheating actions bother you a little bit...then little digs at him to make you feel better are acceptable. Appropriate Measured Responses.</p><p> </p><p> But like you said...we are all there to just have fun. Some GMs are hardnoses and get off a little too much on their own powertrip. If the players aren't having fun, then they are doing something wrong. </p><p> </p><p> Some players are mature enough not to cheat. Some enjoy the occational failure and see it as fun and challenging. Some feel that the DM makes things a little too hard so they need to cheat. Or they don't know why they cheat. Question is...why do they cheat, and how can you give them a reason not to cheat.</p><p> </p><p> The true trick is to give the players a game that they all enjoy. That the challenges are not too hard to be frustrating, and not too easy to be...well...challenging. That you balance what the players want and expect from a game for them to have fun and enjoy it. In the end if you do things right, then maybe this person won't cheat.</p></blockquote><p></p>
[QUOTE="Imagicka, post: 1734646, member: 4621"] Greetings... Well, it doesn't seem to bother you too much. So, if it isn't too much of a problem in-game, or outside of game...such as the other players also notice it and have complained about it behind this player's back. Then, I would take the attitude that you've taken. Why make problems for yourself? If it was a problem in-game...cheats often and does things like add an extra 4 or 5 to his favour, and not the occational 1. Or that the other players catch this and complain...well, yeah. Then you have a problem and should move towards resolving it. But some players are just pathelogical cheaters. I've seen it dozens of times, and early on in my GMing career, I would point it out, "Oh, no...that save is 17, not 18 with your bonuses...you missed it by one." -- The player would give you a half-dumb-half-dirty look. Now, I don't even bother when they do the occational tweek here or there, when they are 'on the cusp'... especially when they are in a situation where I would have fudged the dice myself. Hell, sometimes I promote 'cheating' in little ways. When players are rolling their hit dice for a new level, and they roll a one. I will say "Hey! What's that!?" and point to behind the player, grab their dice and roll it again. Of course they don't mind. I would, if you are bothered by his actions, start punishing him in sly little in-game ways that he probably won't even pick up on. The monsters tend to attack him first. Thieves steal a magical item from his room in the inn at night... which of course leads to a new campaign... but ultimately, the item is not recovered. If his little cheating actions bother you a little bit...then little digs at him to make you feel better are acceptable. Appropriate Measured Responses. But like you said...we are all there to just have fun. Some GMs are hardnoses and get off a little too much on their own powertrip. If the players aren't having fun, then they are doing something wrong. Some players are mature enough not to cheat. Some enjoy the occational failure and see it as fun and challenging. Some feel that the DM makes things a little too hard so they need to cheat. Or they don't know why they cheat. Question is...why do they cheat, and how can you give them a reason not to cheat. The true trick is to give the players a game that they all enjoy. That the challenges are not too hard to be frustrating, and not too easy to be...well...challenging. That you balance what the players want and expect from a game for them to have fun and enjoy it. In the end if you do things right, then maybe this person won't cheat. [/QUOTE]
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