gordon@uw-june (Gordon Davisson) (07/18/84)
As the person who originally made the comment on fudging die rolls (and I didn't expect such a furor!), let me make a couple of comments. I mostly agree with everything everyone has said. I wholeheartedly agree with your comment, Rob, that as DM you are the director of a mini-movie, or as I like to put it, an interactive movie. To that effect, I usually design my adven- tures in one of two ways: create a scenario that is relatively static in nature (as most "regular" dungeons are), with a map and a key telling what each room/building/meadow/etc. contains. The other (and rather more radical) method is to come up with the outline of an entire "plot", along whose lines the adven- ture proceeds. The second type is far more difficult to run, since by its very nature the characters are more or less stuck to one particular set of actions at any point. It requires very careful planning and very subtle manipulation of the players by the DM, so that they don't notice that they're being manipulated. Purists will probably argue that it isn't right to do this, as the "free will" aspect of the game is lost, and to an extent I agree, but if the DM is subtle enough, and the plot drawn up correctly, the course of action the players must take to keep the story moving will be made by the players them- selves, and the results can be wonderful. I have run mystery adventures, with actions taking place that the players must interpret in order to solve the problem at hand, that are very realistic and enjoyable for both the players and the DM. So here's where the die-rolling issue comes in. If my entire plot is in danger because it calls for a party to win/ lose this encounter, but they are actually losing/winning it, I have to start fudging die rolls. It is far preferable in my mind to fudge a roll than to say "to heck with the dice, you guys win/lose," which makes the players wonder what is going on, with a likely result that they'll realize they're being manipulated and the magic is lost. By rolling (and fudging) dice, I can maintain the facade that random chance is involved, keeping the players mystified, and at the same time keep the adventure running smoothly. I should add at this point that I only fudge rolls as a last resort, as whenever a few subtle suggestions will suffice (as you mentioned, Rob), I will readily choose that method, instead. Human: Jamie Green @ Gordon's Account UUCP: {ihnp4,decvax,tektronix}!uw-beaver!uw-june!gordon ARPA: gordon@uw-june