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<blockquote data-quote="Celebrim" data-source="post: 8678796" data-attributes="member: 4937"><p>I'm not really either, as a hypothetical social encounter that a GM wants to adjudicate with dice might create the same difficulties as he realizes the rules make something too easy or too hard for the characters to accomplish. But in most systems I think combat is where fudging in the sense of misreporting rolls comes up the most often. </p><p></p><p></p><p></p><p>I confess I don't really know what you are thinking here as exploring character arcs can occur equally well in any system, including a systemless theater game or game of child's make believe. I can think of very few systems that would get in the way of exploration of character, and most of them that do are in my opinion the ones that tried to hang a system or minigame around that idea in a misguided attempt to support exploration of character in a highly mechanized manner. (That said, there are some pretty good systems I do admire that do that, such as Pendragon and I suppose you could have fudging trait and passion rolls in Pendragon but again that would strike me was poor system mastery and not necessarily that you were in the wrong system.)</p><p></p><p>When I think about being "in the wrong system" I usually think about wanting to play minigames in the system that the system doesn't out of the box support well, such as dominion building and dynastic play in D&D - which you can do - but which will require a ton of fiat or rulesmithing if you want to do it well. </p><p></p><p></p><p></p><p>Ok, I'm totally lost now because as much as you dislike the notion I really feel you are now in open rebellion to reality. Yes, it does suck that it takes a lot of skill, experience, and knowledge to GM well, but it does. You do need to "git gud" to run a game as a simple matter of fact, whether or not that fact is inconvenient or troublesome.</p><p> </p><p></p><p></p><p>I mean even that strongly undermines your assertion, because you are talking about not only a learning process ("gitting gud") but a learning process that can go wrong and will often be one step back before two steps forwards especially in a new group that when they encounter problems may not know the source of the problem and even if they figure out the source of the problem may not hit on solutions that accomplish what they want to accomplish. Like the whole "everyone understand that bad guys have flexible amounts of hit points", that might not be the best path to accomplish dramatic moments in combat. Like I'd pretty advice against that regardless of the system you are using.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 8678796, member: 4937"] I'm not really either, as a hypothetical social encounter that a GM wants to adjudicate with dice might create the same difficulties as he realizes the rules make something too easy or too hard for the characters to accomplish. But in most systems I think combat is where fudging in the sense of misreporting rolls comes up the most often. I confess I don't really know what you are thinking here as exploring character arcs can occur equally well in any system, including a systemless theater game or game of child's make believe. I can think of very few systems that would get in the way of exploration of character, and most of them that do are in my opinion the ones that tried to hang a system or minigame around that idea in a misguided attempt to support exploration of character in a highly mechanized manner. (That said, there are some pretty good systems I do admire that do that, such as Pendragon and I suppose you could have fudging trait and passion rolls in Pendragon but again that would strike me was poor system mastery and not necessarily that you were in the wrong system.) When I think about being "in the wrong system" I usually think about wanting to play minigames in the system that the system doesn't out of the box support well, such as dominion building and dynastic play in D&D - which you can do - but which will require a ton of fiat or rulesmithing if you want to do it well. Ok, I'm totally lost now because as much as you dislike the notion I really feel you are now in open rebellion to reality. Yes, it does suck that it takes a lot of skill, experience, and knowledge to GM well, but it does. You do need to "git gud" to run a game as a simple matter of fact, whether or not that fact is inconvenient or troublesome. I mean even that strongly undermines your assertion, because you are talking about not only a learning process ("gitting gud") but a learning process that can go wrong and will often be one step back before two steps forwards especially in a new group that when they encounter problems may not know the source of the problem and even if they figure out the source of the problem may not hit on solutions that accomplish what they want to accomplish. Like the whole "everyone understand that bad guys have flexible amounts of hit points", that might not be the best path to accomplish dramatic moments in combat. Like I'd pretty advice against that regardless of the system you are using. [/QUOTE]
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