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If a DM can't cheat, can a player cheat?
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<blockquote data-quote="S'mon" data-source="post: 1735064" data-attributes="member: 463"><p>I think any GM fudging detracts from the Gamist challenge-oriented approach that the 3e D&D rules are based around. If the players are happy to see NPCs given script immunity for 'story' purposes - in particular if it increases the drama somehow by creating an interesting dramatic choice for PCs later on - I don't have a problem with that, although it wouldn't personally be my approach. And in a non-D&D game, say a Supers game, keeping a pet villain or sidekick alive might be well within the genre conventions & unremarkable. In D&D I'd be very careful to ensure that the players did like this approach though, it's not suitable IMO to the pure-Gamist (usually kill-things-take-stuff) approach standard 3e D&D advocates. I'm not personally keen on GM intervention to maintain the integrity of a pre-scripted story ('railroading'), and I'd always advise against keeping NPCs alive for that purpose unless you were absolutely sure that following-the-story, rather than beat-the-villain, was the primary player desire.</p></blockquote><p></p>
[QUOTE="S'mon, post: 1735064, member: 463"] I think any GM fudging detracts from the Gamist challenge-oriented approach that the 3e D&D rules are based around. If the players are happy to see NPCs given script immunity for 'story' purposes - in particular if it increases the drama somehow by creating an interesting dramatic choice for PCs later on - I don't have a problem with that, although it wouldn't personally be my approach. And in a non-D&D game, say a Supers game, keeping a pet villain or sidekick alive might be well within the genre conventions & unremarkable. In D&D I'd be very careful to ensure that the players did like this approach though, it's not suitable IMO to the pure-Gamist (usually kill-things-take-stuff) approach standard 3e D&D advocates. I'm not personally keen on GM intervention to maintain the integrity of a pre-scripted story ('railroading'), and I'd always advise against keeping NPCs alive for that purpose unless you were absolutely sure that following-the-story, rather than beat-the-villain, was the primary player desire. [/QUOTE]
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