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Re: [DL] Fudging
On Saturday, March 15, 2003, at 03:53 PM, Evil Robot Shane From
Another Dimension wrote:
> The galaxy's a dangerous place. If interstellar travel were a walk
> in the
> park, if people didn't die doing it, the setting would be different.
> Personally, I like the idea that a Cyberpunk character can be killed
> by a
> mugger on the streets of Night City - pointless, meaningless deaths DO
> happen, and it's this element of danger that makes the setting real
> and
> provides atmosphere. How are you supposed to feel that you live in a
> dangerous place if there's no actual danger to you?
A meaningless death is one thing... A total party-kill is something
entirely different.
> Another point is the aforementioned Astrogation roll. If the game
> mechanic
> for it isn't going to be used, then the player pretty much wasted his
> character points taking the skill. He could have spent those points
> on a
> combat-related skill, since it looks like that's the skills most
> likely to
> actually require being used - after all, the GM isn't going to let
> the fact
> that nobody can actually fly a ship get in the way of the story,
> he'll find
> a way that things work out. If there's no chance of messing up
> Astrogation
> being fatal, then it's not a very important skill, and personally I'd
> want
> combat skills so I can be a hero, not the guy who sits in the
> background
> because he doesn't have any useful skills.
My way of handling something like this, is that a failed roll of this
nature would make life more difficult, but wouldn't whack the party.
It's still a critical failure (or appropriate system term) and may even
result in a death or two, but the whole group's life isn't wasted on
one trivial roll in what, from the description, wasn't even a succesful
meal.
> Again, I disagree. When I play an RPG, I WANT the chance to mess up.
> I
> expect my GM to be able to handle that and incorporate it. I do NOT
> want to
> be railroaded through the GM's story. Unless it's been agreed
> beforehand
> that that's what the game will involve.
I'm what I consider a 'tough' player. I dpn't whine when the group gets
screwed within the rules, as long as we have a chance. If my player
gets whacked, I deal. I don't like some types of fudging, but
interpreting results to make the game fun is the GM's job.
This particular situation is just pointless.
> At the moment I'm playing in a D&D game that has a great background
> and
> setting, but our GM just won't kill anybody off. So although it's
> fun to
> see what happens next and enjoy the story, there's no sense of
> challenge or
> achievement when we succeed at something. Which means it's basically
> like
> reading a particularly immersive book. Personally, I like something
> more
> dynamic than that.
I'm in a Werewolf game, and the GM is generally doing an excellent job,
but I am concerned that she's fudging a bit in our favor. The game's
bored me for a few reasons, including some non-relevant issues, but one
thing that's annoyed me is that the GM appears to be pulling punches...
i don't know, and consider it rude to ask, but I think the game has
been a bit too easy because of normal balancing issues and possibly
some fudging.
I agree it spoils the sense of achievement.
There's a big difference, though, between preventing a total party kill
and making the big nasty a bit too easy.
> Like I said, each to his own, but I think it's a tad arrogant to
> write a GM
> off as incompetent because his style doesn't appeal to you.
A fair comment, although I do feel that it's the type of thing that
should be worked out in advance. I'm playing in a D&D game where I
expect very little fudging, the aforementioned Werewolf game where I
expect a lot, and my own moderate Deadlands game.
If I ever run, say, Delta Green or Heavy Gear like I've talked about to
my players, I'll fudge less than i do now (which isn't a lot, I think)
because it fits the nature of those games better...
- References:
- Re: [DL] Fudging
- From: Evil Robot Shane From Another Dimension <wishkah@redbrick.dcu.ie>