If Bob's a grown up, I'll treat Bob like he's a grown up that understands the rules of the game and can somehow find a way to entertain himself for a few minutes while the other players take their turns.
Isn't this more like a cocked/leaning die, or the die falling off the table? In my experience do overs are generally used for malfunctions. I mean, we'd call a do over for the wiffleball going into that darn tree again, but probably not when Jack's hit scores four runs.Umbran said:I think I can give you an analog. You'll hear it on probably any and every playground in the USA: "Do Over!"
In pretty much any childhood game, if something happens that's particularly lame, someone will cry, "Do over!" And, often enough, the thing is done over. Sometimes the Do Over is abused, by someone who just doesn't want to lose. But other times it is quite legitimate - you're playing wiffleball where you can, and the dang tree gets in the way again, and it turns your potential home run into a stupid foul, or what have you.
Now, in RPGs, the do-over is usually done by the GM, without the playground negotiation, but the concept is the same.
Or, how about "winter rules" golf, which aren't actually so much a rule, as an agreed upon tradition of when you can fudge where your ball landed. A limited form of adult, "Do over," really.
In both of your cases, the "do over" is openly expressed and agreed to by all the participants. They are not done in secret.
Isn't this more like a cocked/leaning die, or the die falling off the table? In my experience do overs are generally used for malfunctions. I mean, we'd call a do over for the wiffleball going into that darn tree again, but probably not when Jack's hit scores four runs.
In golf, you wouldn't call a do over for a hole in one, right? If someone hits a hole at par +10, is anyone going to say, "Just write down par +2." Right?
If rogueattorney's a grown up, I'll treat rogueattorney like he's a grown up that understands that his own personal preferences are not universal and he might somehow understand that just because they are his preferences does not make them better than anyone else's who might like to play the game differently.If Bob's a grown up, I'll treat Bob like he's a grown up that understands the rules of the game and can somehow find a way to entertain himself for a few minutes while the other players take their turns.
That's true. That may be true of Elf Witch's examples. That's not true of the situation involved with fudging generally, though. It's not about "I'm going to cry if my don't win", it's about a GM developing one of The Core Skills of a good GM, and that means reading his group, and making ad hoc adjustments on the fly (i.e. fudging, on occasion) to ensure that the game is fun.Some people seem to be equating playing a game with having fun. They are not the same thing. I know lots of people who won't play games because they hate losing. They don't enjoy the experience of playing the game, win or lose. Having fun when you win, and not having fun when you lose is just that. Enjoying the thrill of uncertain outcomes is at the heart of enjoying games of chance.
We could probably have a better discussion without the patronizing. Presuming that you've read this thread, at least, then you know that fudging is very common. If your A-game response to that is to say that they don't have any business playing a game like D&D, then you should probably bow out of the discussion.If the possibility of failure will ruin the fun, then one should probably not be playing a game determined by chance. D&D is such a game, like it or not.
Judging from the current thread on the subject, and previous threads on the subject, it seems that most people consider fudging, (usually by the DM), to be completely acceptable. One argument is that fudging can make the experience more fun.
Some people seem to be equating playing a game with having fun. They are not the same thing. I know lots of people who won't play games because they hate losing. They don't enjoy the experience of playing the game, win or lose. Having fun when you win, and not having fun when you lose is just that. Enjoying the thrill of uncertain outcomes is at the heart of enjoying games of chance.
If the possibility of failure will ruin the fun, then one should probably not be playing a game determined by chance. D&D is such a game, like it or not.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.