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Re: [DL] Dealing With Wind





On Wed, 29 Nov 2000, Ross Coburn wrote:

> jeffmill@amazon.com wrote:
> 
> >> I have evil d6s as well, so I would often wince as a baddie taking 1d6 Wind
> >> loss (with, say, 18-24 Wind) would end up dropping on the spot.  Happened so
> >> often I nearly chucked the dice, before remembering that d6s are also used
> >> to inflict pistol wounds on posse members... <g>
> > 
> > There's a simple, time-tested GM trick to this...
> > 
> > Ignore The Dice
> 
> Yeah, but I find that if you do that too often, the game essentially loses
> it's edge.  If players know d@mn well that the Marshal will prevent them
> from getting maimed, then combat becomes pretty much pointless.

Funny, I find that when I let players run rampant over the game's story
and excitement because of a few lucky die rolls the game loses its edge..
oh well, YMMV and all that.

...but what I think you're missing is the point that you don't fudge
things to save the characters - you fudge them to protect the story.

> I generally shy away from rolling too many dice, but once they get broken
> out, let 'em fall where they may.  That's why the game has Fate Chips; to
> soften or alter the results of those throws.

I guess... but Deadlands uses so many dice rolls to begin with, that
you're essentially always going to be "letting 'em fall where they may"  I
would think that a skilled GM could handle both without resorting to
saving the players bacon /and/ giving them a good story.

-j-