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To Kill or Not to Kill (PCs): That is the Question...
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<blockquote data-quote="Wild Gazebo" data-source="post: 5948265" data-attributes="member: 24413"><p>I tend to look at it more like playing music with friends. There is a give and take, there is an improvisation and there is a simulation; it depends on the feel of the game at the time. Certainly, things can go wrong--and will--but that is part of learning and growing as a gamemaster (and player). </p><p></p><p>The play style example I usually hear, in regards to the opposition of fudging, entails either a certain clumsiness by the GM or a certain intuition from the PCs. This to me is like saying you don't like driving because people get in accidents...it is true; but, it doesn't really affect the act of driving or its enjoyment: unless there is a complete lack of trust...or failure of implementation.</p><p></p><p>Just like any play style it takes dedication to master. I strongly believe that new GMs should follow the rules explicitly: not because it is the right thing to do but because it will make them better GMs. After there is a keen understanding of the game (not necessarily the rules...but that helps too) you develop a feel for the ebb and flow of narratives, encounters, dialogue, and suspense. When you start feeling the flow of the game you start to realize that some rules hinder the feel of the game (at times) and others add to it (at times). </p><p></p><p>And this isn't a rule of consistency (like a universal rule that should be applied for balance): I would never advocate any absolutes. This is an understanding that role playing games can be more than a set of rules...and are. These can change from group to group...even including a complete adherence to the written rules.</p><p></p><p>So, when I hear "I don't like it when my character was saved" I can't help but think the GM did a poor job of running that small section of an encounter. Because you should never 'know' when a character was saved: not because it is wrong and should be hidden...but because it was right...and blends seamlessly with the rest of the fun adventures that you've already been having.</p><p></p><p>It is my firm opinion that no one should be able to tell the difference between a fudged game and a non-fudged game if done well. The real key to both is immersion and fun.</p></blockquote><p></p>
[QUOTE="Wild Gazebo, post: 5948265, member: 24413"] I tend to look at it more like playing music with friends. There is a give and take, there is an improvisation and there is a simulation; it depends on the feel of the game at the time. Certainly, things can go wrong--and will--but that is part of learning and growing as a gamemaster (and player). The play style example I usually hear, in regards to the opposition of fudging, entails either a certain clumsiness by the GM or a certain intuition from the PCs. This to me is like saying you don't like driving because people get in accidents...it is true; but, it doesn't really affect the act of driving or its enjoyment: unless there is a complete lack of trust...or failure of implementation. Just like any play style it takes dedication to master. I strongly believe that new GMs should follow the rules explicitly: not because it is the right thing to do but because it will make them better GMs. After there is a keen understanding of the game (not necessarily the rules...but that helps too) you develop a feel for the ebb and flow of narratives, encounters, dialogue, and suspense. When you start feeling the flow of the game you start to realize that some rules hinder the feel of the game (at times) and others add to it (at times). And this isn't a rule of consistency (like a universal rule that should be applied for balance): I would never advocate any absolutes. This is an understanding that role playing games can be more than a set of rules...and are. These can change from group to group...even including a complete adherence to the written rules. So, when I hear "I don't like it when my character was saved" I can't help but think the GM did a poor job of running that small section of an encounter. Because you should never 'know' when a character was saved: not because it is wrong and should be hidden...but because it was right...and blends seamlessly with the rest of the fun adventures that you've already been having. It is my firm opinion that no one should be able to tell the difference between a fudged game and a non-fudged game if done well. The real key to both is immersion and fun. [/QUOTE]
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