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#7 | |
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Join Date: May 2015
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Quote:
Fudging can obscure both from the players and from the GM himself what the game situation is and what the game part of it is. Though sometimes rolling and getting a result that will result in an outcome you don't want to play out, can indicate that maybe your table is bad or you ought to have designed the situation differently. Rather than roll at all, the GM can define the situation (or the scope of the game) as including certain situations, which can either just be logical (the thing to discover is so easy to find there is no roll), or described as a fluke but out of scope of the game to roll about (the king just happens to choose you to send on a mission). But on the other hand, there is a magic that in my experience many players really love (and that even new RPG players can appreciate) in setting up a detailed situation and then playing it out logically, and letting whatever happens, happen. It lets players interact with the world for what it is, rather than expecting a pre-planned story to be what they're supposed to do. And at least with the players I've been lucky enough to have, it tends to inspire a lot of curiosity to explore and think of their own things to go do and try proactively, rather than waiting for the GM to tell them what happens next. Not to say this is what you were suggesting but I think it ought to be mentioned that when a GM fudges rolls, forces outcomes, and/or provides many very convenient clues and adventure paths, the players instead tend to just wait for those to be handed to them, and experiences the game passively to one degree or another. |
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