Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
The Power of Creation
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="kenada" data-source="post: 8678910" data-attributes="member: 70468"><p>Not even social encounters. The examples you offered above included fudging for other reasons such as random encounters. I’m talking about more broadly: the game generated a result (encounter, task roll, whatever) that I did not like, so I felt compelled to throw it out. I’m saying that’s an indicator that there’s a problem, and my inclination is to treat it as such.</p><p></p><p></p><p>Sorry, I was trying to avoid slinging around jargon needlessly. I’m suggesting that a group wanting to do neo-trad as described in that <a href="https://retiredadventurer.blogspot.com/2021/04/six-cultures-of-play.html" target="_blank">Six Cultures of Play</a> essay would have problems if they tried to do it in Moldvay Basic as written. I expect it would end in tears when people’s OCs get killed — because what that group wants is at odds with the experience the system is designed to provide.</p><p></p><p></p><p>I’m looking at it from the perspective that system matters. Different games are designed around different themes and support different styles of play. It’s possible to do whatever in most games, but they’re going to fight you. I’m citing fudging as one indicator the game is fighting you.</p><p></p><p></p><p>Some games do a better job onboarding new GMs than others. They provide principles and procedures that help guide their decision-making, or they provide tools that actually work. I admit my comment was aspirational, but I don’t think we should accept the status quo as the way things have to be.</p><p></p><p></p><p>I was casting shade at the idea that “a lot of times (fudging is) an indication of poor system mastery by the GM”. It just reads too much like stating those who fudge are bad GMs. That may not be the intent, but I don’t find it very constructive. I also think there are options other than just improving what you do on the system’s terms. That’s where I was going with suggesting changing elements (or systems) or making the fudging intentional rather than reactionary.</p><p></p><p></p><p>It may not be, but if one doesn’t care about the challenge of the conflict as much as you do the drama of the moment, it seems like a pretty reasonable one. In that case, the mechanics have a different relationship to play. The effect is more performative: do your cool thing while beating the bad guy.</p></blockquote><p></p>
[QUOTE="kenada, post: 8678910, member: 70468"] Not even social encounters. The examples you offered above included fudging for other reasons such as random encounters. I’m talking about more broadly: the game generated a result (encounter, task roll, whatever) that I did not like, so I felt compelled to throw it out. I’m saying that’s an indicator that there’s a problem, and my inclination is to treat it as such. Sorry, I was trying to avoid slinging around jargon needlessly. I’m suggesting that a group wanting to do neo-trad as described in that [URL='https://retiredadventurer.blogspot.com/2021/04/six-cultures-of-play.html']Six Cultures of Play[/URL] essay would have problems if they tried to do it in Moldvay Basic as written. I expect it would end in tears when people’s OCs get killed — because what that group wants is at odds with the experience the system is designed to provide. I’m looking at it from the perspective that system matters. Different games are designed around different themes and support different styles of play. It’s possible to do whatever in most games, but they’re going to fight you. I’m citing fudging as one indicator the game is fighting you. Some games do a better job onboarding new GMs than others. They provide principles and procedures that help guide their decision-making, or they provide tools that actually work. I admit my comment was aspirational, but I don’t think we should accept the status quo as the way things have to be. I was casting shade at the idea that “a lot of times (fudging is) an indication of poor system mastery by the GM”. It just reads too much like stating those who fudge are bad GMs. That may not be the intent, but I don’t find it very constructive. I also think there are options other than just improving what you do on the system’s terms. That’s where I was going with suggesting changing elements (or systems) or making the fudging intentional rather than reactionary. It may not be, but if one doesn’t care about the challenge of the conflict as much as you do the drama of the moment, it seems like a pretty reasonable one. In that case, the mechanics have a different relationship to play. The effect is more performative: do your cool thing while beating the bad guy. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
The Power of Creation
Top