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Monte Cook On Fumble Mechanics
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<blockquote data-quote="The Crimson Binome" data-source="post: 7694734" data-attributes="member: 6775031"><p>The difference is impartiality. One of the most important duties of the GM is to be fair, and that means <em>not</em> setting things up <em>for</em> or <em>against</em> the players.</p><p></p><p>If you set up a challenge (whether that's an adventure, or just a single encounter) that you think the party can overcome, then there's very little sense of accomplishment for the players, because the whole thing was set up in order for them to win. If you set up something that they <em>can't</em> win, then that's not usually very satisfying for the players either, for other reasons.</p><p></p><p>You <em>might</em> be able to put something together that isn't unbalanced one way or the other, where you actually have no idea what will happen, but that's a <em>lot</em> of guessing and feels equally contrived. If you simply <em>ignore</em> the PCs, then you can go ahead and design everything for what it is, and it's up to the players what they want to do about it; their choices have real meaning, because they know you're not just setting things up for them to knock down.</p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 7694734, member: 6775031"] The difference is impartiality. One of the most important duties of the GM is to be fair, and that means [I]not[/I] setting things up [I]for[/I] or [I]against[/I] the players. If you set up a challenge (whether that's an adventure, or just a single encounter) that you think the party can overcome, then there's very little sense of accomplishment for the players, because the whole thing was set up in order for them to win. If you set up something that they [I]can't[/I] win, then that's not usually very satisfying for the players either, for other reasons. You [I]might[/I] be able to put something together that isn't unbalanced one way or the other, where you actually have no idea what will happen, but that's a [I]lot[/I] of guessing and feels equally contrived. If you simply [I]ignore[/I] the PCs, then you can go ahead and design everything for what it is, and it's up to the players what they want to do about it; their choices have real meaning, because they know you're not just setting things up for them to knock down. [/QUOTE]
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