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Provide an example of when FLUFF overrided > Crunch
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<blockquote data-quote="Alaxk Knight of Galt" data-source="post: 5722704" data-attributes="member: 4129"><p>Absolutely. I'm a firm believer of letting players know upfront rules you have modified. Everyone needs to be aware of this before you start. Likewise, any modification of the rules after play has began needs to be thought about at length. You are changing the rules in mid-game on your players and I don't think that's ever something to be taken lightly.</p><p></p><p>I used to fudge die rolls. I don't anymore. If I'm rolling dice, the dice will decide the matter. If I don't want the dice to resolve the matter, I don't roll them (or ask the players to roll them).</p><p></p><p> </p><p></p><p>I actually use a rule called the Since Clause to empower player input in the world at large. Anytime a player can say "Since X is here, I do the follow." X normally is a prop of some sort (apple cart, fireplace, large tree, etc). If it's reasonable, X is right were you need it (or something that is reasonable is placed near it. I don't need to place every tree in the forest. The only tree in the forest that matters is the one the player is trying to climb, hide-behind, or cut down.</p><p></p><p></p><p></p><p>I'm not advocating DM as puppet master. The DM presents situations to the players and the players go about interacting (or not interacting) with those situations as they see fit. It's absolutely impossible to predict what the players will do. You can guess at what they might do (if this, then that), but you've got to be ready to throw those all out the window when the PCs approach the problem sidewise.</p><p></p><p>At the end of each session, I'm think about what the PCs did and what the natural consequences of those actions should be. Did they frame someone, did they expose themselves to a powerful foe, did they make an unexpected ally. I work hard to make sure the PCs' actions play a powerful role in the situations that arise in the next session.</p></blockquote><p></p>
[QUOTE="Alaxk Knight of Galt, post: 5722704, member: 4129"] Absolutely. I'm a firm believer of letting players know upfront rules you have modified. Everyone needs to be aware of this before you start. Likewise, any modification of the rules after play has began needs to be thought about at length. You are changing the rules in mid-game on your players and I don't think that's ever something to be taken lightly. I used to fudge die rolls. I don't anymore. If I'm rolling dice, the dice will decide the matter. If I don't want the dice to resolve the matter, I don't roll them (or ask the players to roll them). I actually use a rule called the Since Clause to empower player input in the world at large. Anytime a player can say "Since X is here, I do the follow." X normally is a prop of some sort (apple cart, fireplace, large tree, etc). If it's reasonable, X is right were you need it (or something that is reasonable is placed near it. I don't need to place every tree in the forest. The only tree in the forest that matters is the one the player is trying to climb, hide-behind, or cut down. I'm not advocating DM as puppet master. The DM presents situations to the players and the players go about interacting (or not interacting) with those situations as they see fit. It's absolutely impossible to predict what the players will do. You can guess at what they might do (if this, then that), but you've got to be ready to throw those all out the window when the PCs approach the problem sidewise. At the end of each session, I'm think about what the PCs did and what the natural consequences of those actions should be. Did they frame someone, did they expose themselves to a powerful foe, did they make an unexpected ally. I work hard to make sure the PCs' actions play a powerful role in the situations that arise in the next session. [/QUOTE]
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Provide an example of when FLUFF overrided > Crunch
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