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Mechanical Decision making for GMs

Janx

Hero
Here's a new discussion topic. I thought of it while participating in yet another social skills thread.

Is there value in letting the system/game mechanics decide things, rather than the GM's own internal decision process?

Consider 1e and it's plethora of tables. I'm exagerating, but a player could ask "Is there an XYZ in the room" and there would probably be a table for it for him to roll on and check.

While some silly outcomes could occur, there is a certain unbias that letting a skill check or dice roll decide if something works, exists, is found, is available as compared to the GM just deciding.

I assume, even a mechanized GM may step in and apply his own judgement when the dice say something stupid happens. I don't know what that threshold is or what example applies, but for the sake of discussion, let's assume we are NOT talking about letting stupid things happen, fudging or other extreme exceptions.

As such, as a player, what is your preference for mechanical resolution/determination of game facts/outcomes versus GM decision?

As a GM, what is your preference for mechanical resolution/determination of game facts/outcomes versus GM decision?

For myself, I kind of like letting the system decide things. I already generate maps, cities, NPCs, dungeons randomly, and only adjust when exceptions are needed.

I prefer to let a skill check resolve an NPCs decision to accept a PC proposition. I'd rather let a random table determine what exists in a room, rather than decide "oh yes, there is indeed a tub of butter on the dining table left from the last meal"

As a GM, it removes me from the decision process of nattering details that I didn't care about when I made my plans and don't want to default to saying "No" as is my default inclination.

As a player, it makes me feel bettter about my chances of being successful as I know what my skills are and can more readily accept the GM has not unconciously biased a decision.

People talk about GM/Player trust, but it's not that simple. I trust the GM not to pee in my coke when I get up to hit the head. I trust him to not steal my books either. I trust that he is TRYING to run a good game. I do not trust that his decisions are not unconciously biased or mistaken because he and I have differing pictures of what I am attempting to do. I do not trust that if the GM is not using any mechanics, that his default impression of the situation is so bad that he decides I fail, whereas statistically, even applying the worst modifiers the game defines, I have a decent chance.

How about y'all?
 

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There's a lot of value in having the GM set a probability, rather than decide yes/no, then roll. Even better to tell the players the odds before rolling. That's how the Prussian Kriegspielers did it, and they knew a thing or two.
 

Some days that I suspect that the biggest problem with such mechanical tools for DMs is not the tools themselves but clearly communicating what they do, when to use them, and what their limits are. Wandering monster tables are an example of a tool that is routinely disparaged due to misunderstanding of the disparager. (Not that all objections to them are of this nature, but a significant and regular portion are.)

Plus, I think this is one of those things were individual styles and talents makes it difficult to talk to each other, because not every DM will value any given tool. Some times I want the tool, have no issue using it well, and find it very helpful (e.g. wandering monster tables). Other times, as far as I'm concerned, it might as well not exist (e.g. name generators, "dungeon dressing" generators). Those tools are needed at moments when stopping to consult them will totally destroy the flow in my head--or during prep, when I don't really need the tool anyway. But I realize that's just me.

So I guess it is important for me that any tool be clear enough in its application that I can use it or not, but still get results reasonably consistent with it using my judgment. Perhaps not everyone will agree, but I find the 4E treasure parcel system to be of this nature. I used it exactly once, grasped what it was doing, and promptly ignored it from then on. It was still useful to me as a quick way to learn what the 4E team expected for magic item balance (better for me than the 3E treasure rules, which I also eventually grasped and ignored), but only as a teaching tool of designer intentions.
 


I like having the GM decide things and wouldn't really want to see the system be the decider for everything. I like for the GM to take the various factors into account and decide from there. Now sometimes that might be a random roll, other times it might be a decision he makes without aid of a table.
 


Random tables, used judiciously, help me from getting stuck in a rut. It lets me try something out I might not have selected on my own.

However, as you mentioned, no tool is perfect. There's a time to step in and nudge or outright overrule the dice. Randomness helps by keeping things unpredictable and bringing suspense to the game, but it's not the be-all-end-all.
 

I was surfing setting wiki's and came across Magnamund and then the Aon project which gives free online text of Lone Wolf 'choose your own adventure' books. I'm wondering how these differ from the idea of mechanical decision making...
 



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