It is universally acknowledged that players fudging die rolls is cheating. But what about game masters? Can game masters cheat in a table top roleplaying game?
In a game where a person can control the universe, weather, every living creature on an infinite number of worlds, and even the gods themselves, many people would say that it is impossible for that person to cheat. However, others point out that fact that game masters are still playing a game and games have rules. If one person is not following the rules, when everyone else must, that is cheating and cheating should not be allowed.
Arguments against fudging die rolls in a table top roleplaying game vary, but most of the arguments are about being fair. Players are not allowed to fudge die rolls, so neither should the game master. The game is more fun, because the players know that the game master will not cheat to help, or harm them.
Arguments for fudging die rolls generally fall into two categories, the first is to prevent character death and the second is to make the game more fun, in various ways. Players, the arguers would say, don't want their characters to die and will not have fun if their character dies. Also, a bad guy rolling well, or poorly, makes the game less fun for the players.
Both of these arguments agree that the game being the most fun possible is the goal. This is wonderful, because this should be what every player and game master should want. It is a game, after all, and if no one is having fun, there's not much of a point to playing it.
As someone who has played and game mastered many role playing games over thirty years, where do I line up on the argument? Am I pro-fudger, or an anti-fudger? Good questions, you're very smart.
Of course, the answer is not a simple one. Sometimes, I am pro-fudging and sometimes I am anti-fudging. It's not the game that makes the determination, it's the attitudes and experience of my players. Let me explain.
When I look over my game master screen and see the fresh faces of some new players, ready for adventure and excited to try something new, I am more likely to fudge dice rolls. Why? Simple, because I expect new players to make mistakes, but I want them to have fun anyway. Let me tell you a story to illustrate this point.
I have a friend, Frank, who was invited to a Dungeons and Dragons game in the mid-nineteen eighties. He spent three hours drawing up a character and trying to understand the rules. It sounded like a fun game and he was excited to start adventuring. Then, due to his poor die rolls and the game master's excellent die rolls, his character died in their first encounter. A crocodile ate his character. The dunegon master said he could draw up a new one, but Frank didn't see the point.
Frank was upset. Three hours to make a character, that died in the first five minutes of game time? He thought Dungeons and Dragons was a waste of time and declined to make a new character. He left the group and did not play any table top roleplaying games for the next twenty years. I finally convinced him to give it another try and he ended up having a great time, with a hilarious character.
So, what could have been done differently to keep Frank, a new player, engaged and excited? Many things, but one of those is to fudge the die rolls. Frank was rolling poorly and the dungeon master was rolling great. What if one, or two, of the hits by the crocodile were misses instead? What if the damage from the crocodile wasn't so high? Frank's character may have survived and he may have enjoyed twenty years of roleplaying fun.
So, with new players, I will fudge. I don't want them to have a Frank experience and think roleplaying games are a waste of time. I even fudged for a new player in an Adventure League game. However, as a player gets more experienced and learns the game better, I fudge less and less. This is where I differ from the pro-fudge group, that fudges to avoid character death.
I believe character death is an important part of most tabletop roleplaying games. If an experienced player is rolling poorly and doesn't think to have their character run away, then the outcome of the battle is entirely on them. As a game master, it is my job to let the players know if their characters notice how poorly the fight is going. If players ignore the game master's promptings and choose to fight to the bitter end, then to fudge dice rolls at this point, would be a disservice to the players and the game.
I agree with the anti-fudger group, that allowing players to never experience character death, undermines the game. Part of the game, after all, is character death. If I was playing in a game, where character death was never going to happen, it would make the game less fun. No risk, would make any earned rewards meaningless.
So, I only fudge die rolls for new players? Well... no.
As a game master, I feel the burden of making sure everyone is having fun. In a perfect game, all of the players are doing the same, but we don't run perfect games. If a particular player is rolling poorly and I see that they are getting frustrated and not having fun, I will take pity on them and fudge rolls in their favor. I believe that a player's frustration will be lessened, if they believe the foe they are fighting is rolling poorly also.
So, I always fudge die rolls in favor of the players? Well... no.
If a big boss fight, which is supposed to be epic and exciting, is less than stellar, because of poor die rolls, I will fudge die rolls in favor of the boss. This is perhaps the most controversial use of the game master fudging die rolls ability. Some game masters would never fudge die rolls for a foe of the player characters and I can understand why. It is a delicate balance that could easily turn in a game master vs player scenario and ruin the game completely.
I, with my experience and arrogance, believe that I can balance the boss fight fudging die rolls ability. I generally only use this ability once or twice in a boss fight, just so the players know it's a serious threat. Once the players feel a twinge of fear, I believe the fight becomes more serious and the players feel a greater accomplishment in defeating the villain. Of course, this may have to be mitigated, if the boss suddenly starts rolling well. In my experience, that is very rare.
In conclusion, if you, as a game master, believe you have the ability to read your players cues, to determine if they are bored or frustrated, or to improve a new players gaming experience, fudge away. With experienced players, or if the players ignore the advice you are giving them, let the dice roll where they may.
However, no matter if I choose to fudge, or not, I believe the most important aspect of fudging die rolls is this: Never let your players know you are fudging die rolls! If players feel that their actions don't matter, because the game master can just do whatever they want, the game becomes pointless and, as Frank once thought, a waste of time.
Arguments for fudging die rolls generally fall into two categories, the first is to prevent character death and the second is to make the game more fun, in various ways. Players, the arguers would say, don't want their characters to die and will not have fun if their character dies. Also, a bad guy rolling well, or poorly, makes the game less fun for the players.
Both of these arguments agree that the game being the most fun possible is the goal. This is wonderful, because this should be what every player and game master should want. It is a game, after all, and if no one is having fun, there's not much of a point to playing it.
As someone who has played and game mastered many role playing games over thirty years, where do I line up on the argument? Am I pro-fudger, or an anti-fudger? Good questions, you're very smart.
Of course, the answer is not a simple one. Sometimes, I am pro-fudging and sometimes I am anti-fudging. It's not the game that makes the determination, it's the attitudes and experience of my players. Let me explain.
When I look over my game master screen and see the fresh faces of some new players, ready for adventure and excited to try something new, I am more likely to fudge dice rolls. Why? Simple, because I expect new players to make mistakes, but I want them to have fun anyway. Let me tell you a story to illustrate this point.
I have a friend, Frank, who was invited to a Dungeons and Dragons game in the mid-nineteen eighties. He spent three hours drawing up a character and trying to understand the rules. It sounded like a fun game and he was excited to start adventuring. Then, due to his poor die rolls and the game master's excellent die rolls, his character died in their first encounter. A crocodile ate his character. The dunegon master said he could draw up a new one, but Frank didn't see the point.
Frank was upset. Three hours to make a character, that died in the first five minutes of game time? He thought Dungeons and Dragons was a waste of time and declined to make a new character. He left the group and did not play any table top roleplaying games for the next twenty years. I finally convinced him to give it another try and he ended up having a great time, with a hilarious character.
So, what could have been done differently to keep Frank, a new player, engaged and excited? Many things, but one of those is to fudge the die rolls. Frank was rolling poorly and the dungeon master was rolling great. What if one, or two, of the hits by the crocodile were misses instead? What if the damage from the crocodile wasn't so high? Frank's character may have survived and he may have enjoyed twenty years of roleplaying fun.
So, with new players, I will fudge. I don't want them to have a Frank experience and think roleplaying games are a waste of time. I even fudged for a new player in an Adventure League game. However, as a player gets more experienced and learns the game better, I fudge less and less. This is where I differ from the pro-fudge group, that fudges to avoid character death.
I believe character death is an important part of most tabletop roleplaying games. If an experienced player is rolling poorly and doesn't think to have their character run away, then the outcome of the battle is entirely on them. As a game master, it is my job to let the players know if their characters notice how poorly the fight is going. If players ignore the game master's promptings and choose to fight to the bitter end, then to fudge dice rolls at this point, would be a disservice to the players and the game.
I agree with the anti-fudger group, that allowing players to never experience character death, undermines the game. Part of the game, after all, is character death. If I was playing in a game, where character death was never going to happen, it would make the game less fun. No risk, would make any earned rewards meaningless.
So, I only fudge die rolls for new players? Well... no.
As a game master, I feel the burden of making sure everyone is having fun. In a perfect game, all of the players are doing the same, but we don't run perfect games. If a particular player is rolling poorly and I see that they are getting frustrated and not having fun, I will take pity on them and fudge rolls in their favor. I believe that a player's frustration will be lessened, if they believe the foe they are fighting is rolling poorly also.
So, I always fudge die rolls in favor of the players? Well... no.
If a big boss fight, which is supposed to be epic and exciting, is less than stellar, because of poor die rolls, I will fudge die rolls in favor of the boss. This is perhaps the most controversial use of the game master fudging die rolls ability. Some game masters would never fudge die rolls for a foe of the player characters and I can understand why. It is a delicate balance that could easily turn in a game master vs player scenario and ruin the game completely.
I, with my experience and arrogance, believe that I can balance the boss fight fudging die rolls ability. I generally only use this ability once or twice in a boss fight, just so the players know it's a serious threat. Once the players feel a twinge of fear, I believe the fight becomes more serious and the players feel a greater accomplishment in defeating the villain. Of course, this may have to be mitigated, if the boss suddenly starts rolling well. In my experience, that is very rare.
In conclusion, if you, as a game master, believe you have the ability to read your players cues, to determine if they are bored or frustrated, or to improve a new players gaming experience, fudge away. With experienced players, or if the players ignore the advice you are giving them, let the dice roll where they may.
However, no matter if I choose to fudge, or not, I believe the most important aspect of fudging die rolls is this: Never let your players know you are fudging die rolls! If players feel that their actions don't matter, because the game master can just do whatever they want, the game becomes pointless and, as Frank once thought, a waste of time.
1 comment:
One thing I have learned, after promoting this article on social media, is that GMs who refuse to fudge are much more passionate about refusing to fudge. Fudgers seem blase' about the whole thing. Interesting.
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