this post was submitted on 03 Jun 2024
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[–] [email protected] 5 points 3 months ago (1 children)

Roll in the open, fuck narrative first gameplay, it's a game.

[–] [email protected] 1 points 3 months ago

This+rescale the dice rolls so they make sense. A 20 for them does not have to mean they crushed the challenge. They might just have gave it their all, had brief hope, and narrowly avoided death, or not.

[–] [email protected] 33 points 3 months ago

To newer DMs: Never admit to your players whether or not you fudge rolls. As the DM, The only thing you need to do to maintain the integrity of your game is to shut your damn mouth when you bend the rules. The players just need the illusion maintained.

[–] [email protected] 21 points 3 months ago

As a DM dice are there to make noise behind the screen and raise tension. They're a psychological tool as much as they are a randomizer.

Personally I play a lot of World of Darkness games, which runs on dice pools, so if I can just keep obviously adding more and more dice to a pool, recount once or twice and roll to really sell the illusion that they may be in for something a lot bigger and scarier than they are. Or just roll a handful of dice as moments are going on, give a facial reaction and let that simmer under the surface for a while.

[–] [email protected] 10 points 3 months ago

i love how these threads are just people discovering the principles of game design on their own lmao

[–] [email protected] 8 points 3 months ago

Answer: to give the players the illusion of fairness while I reach behind me to grab the plot gaf.

[–] [email protected] 25 points 3 months ago (1 children)

Rules are important, but they aren't the most important thing as a GM.

The 2 things that are more important are: pacing and fun.

Not fudging dice is important, but if it is in the way of fun, then I either just not roll or only pretend to roll.

Same with pacing, if a roll is going to bog down the games pacing, making everything take longer for no reason other than the roll, then that roll does not matter.

[–] [email protected] 4 points 3 months ago (1 children)

I agree with this. I've always seen the rules as a framework to assist in collaborative story telling and keep things impartial and surprising. At any point where they begin to do more harm than good, we can change them.

[–] [email protected] 1 points 3 months ago (1 children)

I got down voted for saying this elsewhere, but to my mind there's a huge difference between the GM unilaterally changing the rules, and the group deciding.

Scenario: the goblin rolls a crit that'll kill the wizard. This is the first scene of the night.

Option A: GM decides in secret that's no good and says it's a regular hit.

Option B: GM says "I think it wouldn't be fun for the wizard to just die now. How about he's knocked out instead?". The players can then decide if they want that or would prefer the death.

Some people might legitimately prefer A, but I don't really want the GM to just decide stuff like that. I also make decisions based on the rules, and if they just change based on the GM's whims that's really frustrating and disorienting.

There's also option C where this kind of thing is baked into the rules. And/or deciding in session 0 what rules you're going to change.

[–] [email protected] 6 points 3 months ago* (last edited 3 months ago) (1 children)

I definitely dislike the idea of stopping the action and suggesting a direction. For my games I always try to aim for immersion, and this would really take me out of it.

I think you might have gotten the wrong idea about how I approach it, though. Part of keeping things surprising and impartial is avoiding changing things all the time secretly. That being said, I don't believe in a hard and fast rule of never fudging anything.

Here's an example where I would consider it. The players have been trying really hard to overcome an obstacle, and have had many setbacks already. They come up with an exciting and novel solution, but a bad roll happens on my end that would end this great idea in another failure. Because they've earned it by this point, and it will make for a more exciting game, I would likely fudge that roll and give it to them. I would do this in secret, because calling attention to it deflates the experience for the players.

I see the GM as a storyteller and entertainer, whose primary goal is to immerse the players into a story, and to create an exciting and unpredictable experience. Not everyone will view things like I do, and that's fine, but I wanted to clarify what I mean anyway. Hopefully that makes more sense now.

[–] [email protected] 3 points 3 months ago (1 children)

For your example, I'd probably still ask if the players wanted me to let the dice decide or not before rolling. My players once had a clever idea of setting some poison traps and using earthbind to deal with a wyvern. The thing made all of its saves and nothing worked. I could've lied, but we'd already agreed to openly roll and abide by it. Would lying have made it better? Maybe. The game carried on and that arc had a thrilling climax later.

Alternatively, if we'd been playing a game that has a "succeed with a cost" / "fail forward" mechanic it could have been satisfying. D&D and close relatives are especially prone to disappointment because of how random and binary they tend to be.

Anyway. All of this I think it reveals a difference in how RPGs are enjoyed by different people.

On one hand, there's going for immersion. The player wants to be in the world, be in the character, and feel everything there. It's very zoomed in.

On the other, where I hang out, it's more like a writer's room. I'm interested in telling a cool story, but I'm not really pretending to "be" my character. My character doesn't want a rival wizard to show up, but I as a player think that's interesting (and maybe want the fate point, too) so I can suggest that my "Rivals in the Academy" trouble kicks in now. I enjoy when I can invoke an aspect and shift the result in my favor, or when I can propose a clever way I can get what I want at a cost.

Neither's better or worse than the other, so long as everyone's on the same page. It can be bad if half the table wants to go full immersion and just talk in character for two hours and the other half doesn't.

[–] [email protected] 4 points 3 months ago

I definitely agree that the beauty of ttrpgs is how many different things they can be to different people. We've got very different styles, but I think it's great you've found a way to play that works for you and your table!

[–] [email protected] 2 points 3 months ago

I used to think fudging Vs not fudging was a stylistic decision, but as I've played more I feel it's a system issue. If you feel a need to fudge rolls, either to raise or lower the stakes, to force desired plot points or avoid unnarrative deaths, or to fix broken challenge ratings, you're probably using the wrong system for you and your group.
Think about what issues you're actually trying to avoid by fudging, and then look for systems that are structured to avoid those issues. If the rolls get in the way of your narrative, switch to a more narrative system. If you're fighting against the system to build satisfying combat encounters, switch to something more tactical.

It'll always take a couple of sessions to get used to a new system, but learning one is always a lot faster than continuing to waste time trying to force a system to do things it wasn't made for.

[–] [email protected] 14 points 3 months ago (2 children)

As long as you're not going super hardcore, I don't see the problem with just letting the truth of the dice decide whether a character receives a 'fatal' blow, only to find after the combat encounter that the character is barely alive, and the rest of the group needs to focus all their resources on triage and emergency evac.

Getting out of a dangerous place with a barely conscious character can make for a pretty tense situation.

[–] [email protected] 12 points 3 months ago

Some games have this built in and you don't have to fudge it.

Fate, my go to example, has important but simple rules around losing a conflict.

At any point before someone tries to take you out, you can concede. That's a player action and not a character action. If you concede, you get a say in what happens to your character. That's where you as a group say "maybe they stab me but leave me for dead in the confusion" or "maybe the orcs take me prisoner so you all can rescue me next week". Whatever the group decides is cool goes, but you get a say. You make this call before the dice are rolled. You also get one or more fate points, which is nice.

If you instead push your luck and let them roll, and their attack is more than you can take, you're done. The rest of the table decides what happens but you don't get a say beyond what was agreed to in session 0.

This would also be pretty easy to import into DND or most other systems.

[–] [email protected] -1 points 3 months ago (1 children)

That's why revivify is for. What you did here is taken away a meaningful moment from a player, just because you wanted them not to make a different PC. If you want that moment, write it into the story with an NPC. Don't keep someone alive "just because". Playing "hardcore" has nothing to do with this - that's about balancing enemy encounters. Don't throw a dragon at an unprepared party sort of things.

Otherwise people will either be annoyed that a moment was taken away, come to the conclusion that their choices don't really matter, or they would expect of you that every time a character dies, they become "half concious". Suddenly you have a "why didn't my char do that???" moment at the table. It's the same with fudging dice, but when that happens, you are behind a GM screen so you are less likely to be found out. Still a shitty thing to do though.

[–] [email protected] 10 points 3 months ago

It's all about what sort of group you're playing with. I run a group for some kids at my school and I know they would be heartbroken if I just straight up killed them.

I've only had to do this once though. I made it a lesson about caution. The player was being reckless, and they 'died'. Seeing how distraught he was, I decided after the encounter, that the other players should roll for a perception check, and noticed the character still breathing slightly. It was nice to see the kid perk up immediately afterwards.

[–] [email protected] 9 points 3 months ago

Fear, fear and suspense.

[–] [email protected] 45 points 3 months ago (2 children)
[–] [email protected] 1 points 3 months ago

I’ve definitely fudged rolls so something hilarious would happen, and our kittens are named after one of those scenarios.

[–] [email protected] 5 points 3 months ago (1 children)

rule of kul (fun in swedish)

[–] [email protected] 2 points 3 months ago
[–] [email protected] 2 points 3 months ago

I love fudge, but too much of it isn't pleasant.

[–] [email protected] 14 points 3 months ago (1 children)

Look if someone's having a bad time, it don't cost much to throw em a bone. Like sure, that last attack killed them a round early because everyone has had a moment to feel proud today but you. Or like the spellcaster who is feeling a bit shitty because every monster has saved against their spells by some fluke today.

Like if they aren't having fun, what am I doing here?

Video games do this shit all the time. Famously the first GoW gave new players a small boost in multiplayer. It led to a community and better engagement in the long run because people had more fun. BG3 has that goofy 'karmic dice' system, which is on by default. Fire emblem lies. etc etc

[–] [email protected] -5 points 3 months ago (2 children)

the problem with flubbing is the dishonesty and unilateralness. You can play a different system that doesn't create the situation your players don't like so easily.

Or honestly just import Fate points and "succeed at a cost" into dnd. The dice system still sucks but that would help tremendously.

[–] [email protected] 3 points 3 months ago

Fate points sound cool, ngl

[–] [email protected] 6 points 3 months ago

Fudging isn't unique to DND, though I agree that people would be better off trying anything else.

The system is a means to an end. No system captures its tone perfectly through mechanics.

[–] [email protected] 6 points 3 months ago

I prefer games with player-facing rolls. I also prefer emergent gameplay so I'll roll on random charts, but that's it. Stakes are stakes, and character death should be something in the forefront of player minds imo

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