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THIS is why I roll in the open...
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<blockquote data-quote="swrushing" data-source="post: 2219957" data-attributes="member: 14140"><p>This is perhaps a good reason to roll in the open. certainly, for Gms who feel they are incapable of being impartial, this alleviates the "did you screw him on dice" issue.</p><p></p><p>However, one thing that comes up is, the Gm makes decision after decision that does NOT involve dice rolling that are just as important or more in how they impact characters. So, if the Gm has accepted "i wont be impartial.", "i wont require of myself when GMing that i be impartial." or "Yeah, it would be nice to be impartial, but i know i am not able to be so lets go anyway." then "fixing it" so he is neutral only for the dice-determined cases and leaving himself fine being impartial in all those other meaningful cases is kinda like putting the band aid on the gaping chest wound.</p><p></p><p>I mean, from your post, the part that made my bells go off wasn't anything to do with dice, but was this:</p><p></p><p> </p><p></p><p>See, this shows the partiality in a major issue... whether you plan to involve all the players equally, whether they are the guys who go for long backstory or the guys who show up to have you story them. The decision to prefer some dying to others shows a whole lot more IMO "GM danger signs" than whether you fudge dice or not.</p><p></p><p>For me, in my games, if i don't intend to give a player or his character "an equal share" of my investment, i wont let that player/character into the game. Whether you hand me a 20 page background (and expect a background oriented character) or hand me a bare bones thing (and expect a new developing character) you deserve my attention and effort every bit as much as every other one.</p><p></p><p>Case in point, there was a Gm once who had characters handed in for his scifi game. One was a royal-on-the-run with a rebellion going, one was a spacefaring wheeler dealer rogue type wanted by any number of guys and a long history of trouble, while the last was a farmer who had never been off his little dirt farm and had little in the way of past, contacts and so forth. </p><p></p><p>Now, of course, the Gm could have decided that the latter character was less important to the storyline and not so critical and not worried so much about developing him and if he dies so what kind of things... but instead he developed that character FORWARD with his story not being on rooted in his known past but one which slowly unravelled as new stuff came to light.</p><p></p><p>As it turns out, that farmer guy ended up being the big hero and central to the theme and in a big way.</p><p></p><p>At least, i think that was a campaign... could be mistaken. A TV show maybe?</p><p></p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":-)" title="Smile :-)" data-smilie="1"data-shortname=":-)" /></p></blockquote><p></p>
[QUOTE="swrushing, post: 2219957, member: 14140"] This is perhaps a good reason to roll in the open. certainly, for Gms who feel they are incapable of being impartial, this alleviates the "did you screw him on dice" issue. However, one thing that comes up is, the Gm makes decision after decision that does NOT involve dice rolling that are just as important or more in how they impact characters. So, if the Gm has accepted "i wont be impartial.", "i wont require of myself when GMing that i be impartial." or "Yeah, it would be nice to be impartial, but i know i am not able to be so lets go anyway." then "fixing it" so he is neutral only for the dice-determined cases and leaving himself fine being impartial in all those other meaningful cases is kinda like putting the band aid on the gaping chest wound. I mean, from your post, the part that made my bells go off wasn't anything to do with dice, but was this: See, this shows the partiality in a major issue... whether you plan to involve all the players equally, whether they are the guys who go for long backstory or the guys who show up to have you story them. The decision to prefer some dying to others shows a whole lot more IMO "GM danger signs" than whether you fudge dice or not. For me, in my games, if i don't intend to give a player or his character "an equal share" of my investment, i wont let that player/character into the game. Whether you hand me a 20 page background (and expect a background oriented character) or hand me a bare bones thing (and expect a new developing character) you deserve my attention and effort every bit as much as every other one. Case in point, there was a Gm once who had characters handed in for his scifi game. One was a royal-on-the-run with a rebellion going, one was a spacefaring wheeler dealer rogue type wanted by any number of guys and a long history of trouble, while the last was a farmer who had never been off his little dirt farm and had little in the way of past, contacts and so forth. Now, of course, the Gm could have decided that the latter character was less important to the storyline and not so critical and not worried so much about developing him and if he dies so what kind of things... but instead he developed that character FORWARD with his story not being on rooted in his known past but one which slowly unravelled as new stuff came to light. As it turns out, that farmer guy ended up being the big hero and central to the theme and in a big way. At least, i think that was a campaign... could be mistaken. A TV show maybe? :-) [/QUOTE]
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