[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]

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-