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Re: [DL] Dealing With Wind



At 04:43 PM 11/29/2000, you wrote:


>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-

I dunno...I fall strongly in the "that's why we have fate chips" camp 
myself.  I agree when that when the Marshal starts fudging, it is a 
slippery slope.  I as a player feel that when I do well on rolls or what 
have you, it cheapens it to have the marshal say "uh, no."  Makes me wonder 
why I roll dice to begin with.  makes me wonder why my marshal rolls dice 
if he has veto power.  makes me wonder why I don't find a better Marshal.

(That is not directed at you, BTW)

However, through the glory that is fate chips, someone important can be 
saved.  You can negate a lot of wind with chips as well as wounds.  And is 
that not why the Marshal has chips? to protect the story? surly not to give 
villains extra wound levels exclusively!

If you don't want to have the Players run rampant because of dice 
rolls...use fate chips.

I like to think of myself as a skilled GM...and adapting to changes and 
realizing freakish stuff happens is part of my story.

Da Baron