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Re: [DL] Dealing With Wind
On Wed, 29 Nov 2000, The Baron Samedi wrote:
> 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)
Of course not :)
..but seriously.. what would make a GM "better" in a situation like that?
Oh, and I'm not suggesting vetoing players. I'm not saying one should
take things away from players. ..this is one of those GM tips that
everyone /always/ talks about using, and the original thread was something
like "My players are always getting lucky and wiping out my plots &
badguys thanks to lucky die rolls and I don't know what to do"
> 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!
Maybe.. but then it's kind of a situation where whoever rolls better is
going to "win" irregardless of how that impacts the plot, story,
adventure, etc.
I see the GM as the arbiter of action and the main source of the story,
not as an adversary to vanquish.
> I like to think of myself as a skilled GM...and adapting to changes and
> realizing freakish stuff happens is part of my story.
Yup - the original thread was something like "dice rolls are screwing up
my adventure" though - that doesn't sound like a difficult complaint that
couldn't be solved with just a bit of creativity.
-j-