TarionzCousin
Second Most Angelic Devil Ever
Fudge.What other games are there in which fudging by one or more participants is acceptable and fun?
Fudge.What other games are there in which fudging by one or more participants is acceptable and fun?
I will analogize:
Maybe you like to repair cars using only crescent wrenches. Me, I like to also have a ratchet nut driver in my toolbox.
The ratchet driver isn't better for everything, but neither is it a fundamentally inferior tool. I have one not because I feel some insecurity, or because my approach to fixing cars is generally flawed. It is simply because sometimes there's a tight corner, and the ratchet driver manages the job more easily than the crescent.
My approach is by no means high-handed (at least how I understand that term), whether or not it is illusionist. Note how I mention that knowledge of your players is important? Note how I've mentioned in the past that I *asked* my players if they had a problem with it, in general? I'm a service-oriented GM, and the player's sensibilities are most certainly in the forefront of my mind.
The Dungeon Masters guide, in every edition, lists the ignoring of a die result as a legitimate tool for making your game better. The use of dice also ads tension and excitement to what would otherwise be a storyteller experience.
The example is analogous of fudging die results or not. Both examples of a DMs tools to improve the game at hand.
Tension and excitement?
Perhaps I am in the minority, but the mere rolling of dice doesn't bring these things to the table. Tension and excitement are felt when something of importance hangs in the balance and the final disposition and resolution of the situation are unknown.
Rolling dice can qualify at certain times, but if the result can be discarded for a different one that same tension and excitement just don't seem to be there.
If die results are changed there what you have is a storyteller experience. Don't let chunks of plastic hitting the table cloud this. If the players agree that story continuity is more important than gameplay then change to taste and enjoy.
Tension and excitement?
Perhaps I am in the minority, but the mere rolling of dice doesn't bring these things to the table. Tension and excitement are felt when something of importance hangs in the balance and the final disposition and resolution of the situation are unknown.
Rolling dice can qualify at certain times, but if the result can be discarded for a different one that same tension and excitement just don't seem to be there.
If die results are changed there what you have is a storyteller experience. Don't let chunks of plastic hitting the table cloud this.
If the players agree that story continuity is more important than gameplay then change to taste and enjoy.
Is this where the strawmen arguments come from amongst the dice-slaves? (hey, if S'mon can coin "fudgers" for we-who-fudge, then I'm coining "dice-slaves" for those-who-detest-fudging. My lawyers will be filing the copyright paperwork on the morrow.)
Fudging...like rolling...can be used to heighten a gaming experience.
Given the quotes I provided earlier in the thread by Gary Gygax and Frank Mentzer, I have to disagree. Ignore the one from 4e if you want, but those two were writing at a time when the dominant form of role-playing was not "storytelling".Fudging turns a gaming experience into a storytelling one.

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