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THIS is why I roll in the open...
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<blockquote data-quote="Rel" data-source="post: 2218848" data-attributes="member: 99"><p>After a LONG day on the road I'm back and pleased to read the many interesting replies.</p><p></p><p>I think most of you got the general gist of what I was saying. Basically it is just that rolling in the open eliminates any temptation that I'd have to fudge things in one circumstance and not fudge them in another when I'm being influenced by other factors (like which PC is more integral to the plot threads currently in play). I like to think that I'm a good and impartial GM most of the time and this removes one minor threat to that impartiallity. Kind of the same way that I'm happily married and my wife can trust me but I still don't hang out in singles bars or give long backrubs to Salma Hayek.</p><p></p><p>The other reason that I like doing it is because it forces the unpredictable on me and the unpredictable has been pretty good to me over the years. I often think that I have a good idea of where the campaign is headed when *POW* the dice nail me with a curve ball (usually in the form of an unlucky character death) and suddenly things go in an unexpected direction. I enjoy the effect this has on the course of the campaign because it keeps alive some of the "exploratory spirit" of the game instead of me gently guiding things in a certain direction. It forces me to adopt new and creative ideas and that's almost always a good thing.</p><p></p><p>I understand the mindset of those who say (essentially), "I work hard crafting the plotline and I don't need it screwed up by a few bad dice rolls." And I also understand those who espouse the "Black Box" idea that ThirdWizard poses. But I think I benefit in small and occasionally large ways from my open rolling and last night reminded me of it.</p></blockquote><p></p>
[QUOTE="Rel, post: 2218848, member: 99"] After a LONG day on the road I'm back and pleased to read the many interesting replies. I think most of you got the general gist of what I was saying. Basically it is just that rolling in the open eliminates any temptation that I'd have to fudge things in one circumstance and not fudge them in another when I'm being influenced by other factors (like which PC is more integral to the plot threads currently in play). I like to think that I'm a good and impartial GM most of the time and this removes one minor threat to that impartiallity. Kind of the same way that I'm happily married and my wife can trust me but I still don't hang out in singles bars or give long backrubs to Salma Hayek. The other reason that I like doing it is because it forces the unpredictable on me and the unpredictable has been pretty good to me over the years. I often think that I have a good idea of where the campaign is headed when *POW* the dice nail me with a curve ball (usually in the form of an unlucky character death) and suddenly things go in an unexpected direction. I enjoy the effect this has on the course of the campaign because it keeps alive some of the "exploratory spirit" of the game instead of me gently guiding things in a certain direction. It forces me to adopt new and creative ideas and that's almost always a good thing. I understand the mindset of those who say (essentially), "I work hard crafting the plotline and I don't need it screwed up by a few bad dice rolls." And I also understand those who espouse the "Black Box" idea that ThirdWizard poses. But I think I benefit in small and occasionally large ways from my open rolling and last night reminded me of it. [/QUOTE]
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