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<blockquote data-quote="Celebrim" data-source="post: 9760448" data-attributes="member: 4937"><p>I think it's really interesting to see how different systems deal with this problem. In trad systems (which is what I run), I have particular processes of preparation to play and in play that are designed to limit my own bias. For example, I might say before the game that the vile Necromancer has four elite orc guards with 32 h.p. each and in saying that to myself I'm making a little contract to myself - "No matter how well the PCs are doing (or how badly) I'm not going to fudge how many elite orc guards show up or how many hits points they have. What happens is what happens."</p><p></p><p>But a lot of non-Trad games specifically subvert and encourage the subversion of all the processes that in a game like D&D I'd be using to keep myself from railroading every whim that I might have as a GM. Some games are like, "Of course if the fight was too easy, more orc guards show up. Prioritize the drama." And well, if you do that, then either you are saying very much, "The GM always knows best." or else you have to somewhere else in the process of play create other limits or strictures on what the GM can (or should) do or create.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 9760448, member: 4937"] I think it's really interesting to see how different systems deal with this problem. In trad systems (which is what I run), I have particular processes of preparation to play and in play that are designed to limit my own bias. For example, I might say before the game that the vile Necromancer has four elite orc guards with 32 h.p. each and in saying that to myself I'm making a little contract to myself - "No matter how well the PCs are doing (or how badly) I'm not going to fudge how many elite orc guards show up or how many hits points they have. What happens is what happens." But a lot of non-Trad games specifically subvert and encourage the subversion of all the processes that in a game like D&D I'd be using to keep myself from railroading every whim that I might have as a GM. Some games are like, "Of course if the fight was too easy, more orc guards show up. Prioritize the drama." And well, if you do that, then either you are saying very much, "The GM always knows best." or else you have to somewhere else in the process of play create other limits or strictures on what the GM can (or should) do or create. [/QUOTE]
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