Nah, that's what happen when you make a GOOD call.Nobody's going to die if you make a bad call at the gaming table.
Agreed. Screens are also great for hiding what you prepared for a session as well as the tables that are usually on them. It's a great too, not just for hiding die rolls.Draconalis said:I don't disagree with rule three, but I feel that rolling the dice behind the screen is a good thing.
It lets you fudge the numbers... and cheat.
Which doesn't have to be in your favor. The players aren't going to have fun dying all the time, sometimes that save vs death spell that hit your players will amp the excitement when they "passed".
It's about knowing what's good for the game.
Perfect example of what I am talking aboutComic Sans said:Snip
I prefer Call of Cthulhu, myself. Then I get to turn them insane first.Azuaron said:that's what Descent: Journeys in the Dark is for
Your players only know that if you tell them you change results. So it's the GM's fault if that happens and his/her players take advantage of that.Rack said:I have to agree with the article when it comes to never cheating the dice or fudging the rolls. In the moment it's obviously tempting, one character dying, or even a full wipe from an unlucky roll can severely derail a session. But the flipside is you've completely defanged your game, the players realise they are never in any danger and thus nothing you do can ever generate tension. You might as well remove every combat and trap from your gameworld after this point.
I think you might be underestimating players there. First up if you're rolling behind a screen players are naturally going to expect shenanigans, you have to convince them you aren't fixing dice rolls rather than expose that you are. Secondly it's pretty easy to spot surges of luck while you're in a desperate situation. Lastly it's really hard to cover up that you're fudging dice. There will normally be a beat as you decide what the outcome of that bad roll will be, whether you need to fudge it, if it's worth fudging it, how much you need to fudge it by and how much to actually fudge it. Even if it only takes you a tenth of a second a player reduced to low hit points by a big attack is going to spot that a mile off.chozo_hybrid said:Your players only know that if you tell them you change results. So it's the GM's fault if that happens and his/her players take advantage of that.Rack said:I have to agree with the article when it comes to never cheating the dice or fudging the rolls. In the moment it's obviously tempting, one character dying, or even a full wipe from an unlucky roll can severely derail a session. But the flipside is you've completely defanged your game, the players realise they are never in any danger and thus nothing you do can ever generate tension. You might as well remove every combat and trap from your gameworld after this point.
When it comes to fudging things, I prefer Bennies, Action Points, Fate Points, etc. It's something that breaks the system, but does so in a consistent and expected way. The most important thing a GM has to do is to get the players to trust that they are going to be fair with them, that they aren't going to arbitrarily screw them over. On the other hand, they also have to keep faith with the system your group is playing with; if you fudge things to let players survive one time but do not do so another, they won't learn anything about the system or the capabilities of their characters. If the campaign you want to run can't stand characters dying, or even a TPK, then it's up to you as a GM to find a less lethal system, rather than lying to the players about what's happening.Azuaron said:Rule Number Three: Play Fair
Hahahahaha, no.
See, here's the thing about most RPGs, particularly D&D: one series of bad rolls can wipe a party. Who wants that? No one. I don't, my players don't, it just isn't any fun. So when that trap goes off and gets, somehow, 10 sixes on a 10D6 roll, nobody makes their DC 13 save (come on, guys!) and suddenly even the barbarian is dead, you want deniability. You want to be able to say, "43 damage, guys", knowing that it will knock out everyone except the barbarian and rogue (improved evasion), and they can drag the rest the party to a cleric.
And nothing is worse than reversing a roll they've seen to save their asses.
Beyond that, the whole "play fair" style assumes a competition between players and DM, and good DMs aren't in competition with their players (that's what Descent: Journeys in the Dark is for). A good DM is a facilitator, and sometimes the rules and probability get in the way of facilitating a good campaign, which is why every RPG I've ever seen has, as one of its core rules, "the GM gets to fudge whatever s/he wants."
What does a player learn when you roll 3 20's in a row? That Insta-kills are possible? Geeze, lesson learned. Thanks DM for wasting my time!Thunderous Cacophony said:When it comes to fudging things, I prefer Bennies, Action Points, Fate Points, etc. It's something that breaks the system, but does so in a consistent and expected way. The most important thing a GM has to do is to get the players to trust that they are going to be fair with them, that they aren't going to arbitrarily screw them over. On the other hand, they also have to keep faith with the system your group is playing with; if you fudge things to let players survive one time but do not do so another, they won't learn anything about the system or the capabilities of their characters. If the campaign you want to run can't stand characters dying, or even a TPK, then it's up to you as a GM to find a less lethal system, rather than lying to the players about what's happening.Azuaron said:Rule Number Three: Play Fair
Hahahahaha, no.
See, here's the thing about most RPGs, particularly D&D: one series of bad rolls can wipe a party. Who wants that? No one. I don't, my players don't, it just isn't any fun. So when that trap goes off and gets, somehow, 10 sixes on a 10D6 roll, nobody makes their DC 13 save (come on, guys!) and suddenly even the barbarian is dead, you want deniability. You want to be able to say, "43 damage, guys", knowing that it will knock out everyone except the barbarian and rogue (improved evasion), and they can drag the rest the party to a cleric.
And nothing is worse than reversing a roll they've seen to save their asses.
Beyond that, the whole "play fair" style assumes a competition between players and DM, and good DMs aren't in competition with their players (that's what Descent: Journeys in the Dark is for). A good DM is a facilitator, and sometimes the rules and probability get in the way of facilitating a good campaign, which is why every RPG I've ever seen has, as one of its core rules, "the GM gets to fudge whatever s/he wants."
If the party gets 60 points of damage when they would only be able to take 43, then they should have some sort of cushion to shield themselves from the uncaring dice. If they've spent that cushion already, then they know that and chose to face the danger anyways, rather than saying, "Yeah, I think Jim's in a good mood tonight, so he'll put in a way for our characters to survive even if we shouldn't." If the GM fudges whenever they want, then it's at their discretion what happens, and you might as well play freeform because you're saying to yourself (and your players, when they inevitably catch on) that the rules don't matter if you decide you'd rather see something else happen.
On a related note, I disagree with #2 (knowing the rules). As the GM, you're likely the only person who has read the rulebook cover to cover. While fudging things can work (and is often the easiest thing to do in the middle of the game), you should write down when you fudged something and go back later to see if there are rules that actually cover that situation. With any luck, the game will have been designed and playtested, and the official rules are probably sturdier and more complete than anything you come up with on the fly. For instance, if a PC wants to start a merchant company, you should look to see if there's anything more detailed than just saying, "Roll Diplomacy to negotiate prices," as other economic rules will give more depth and options to the player.
I've tried both ways as well, as both player and GM, and I can agree that whether or not the screen is up doesn't matter. I trust the people I play with to be fair and even-handed with the rules regardless of where they roll, and a big part of that is abiding by the rules that everyone agrees to at the start of the game, the system that governs what happens. And a big part of most systems is that there is a level of randomness in them; in a well-balanced game, everything tends towards the mean where individual character stats are the most important determining factor, but it does leave open the possibility that things might not match up mathematically. You might learn, for example, that death can still be a sudden event even at high levels if you don't make your saves; important information for the players, though in-game characters likely don't think they've passed some arbitrary line and become immortal. People might roll high, or low, and it might push the situation in a new direction.Yozozo said:What does a player learn when you roll 3 20's in a row? That Insta-kills are possible? Geeze, lesson learned. Thanks DM for wasting my time!Thunderous Cacophony said:When it comes to fudging things, I prefer Bennies, Action Points, Fate Points, etc. It's something that breaks the system, but does so in a consistent and expected way. The most important thing a GM has to do is to get the players to trust that they are going to be fair with them, that they aren't going to arbitrarily screw them over. On the other hand, they also have to keep faith with the system your group is playing with; if you fudge things to let players survive one time but do not do so another, they won't learn anything about the system or the capabilities of their characters. If the campaign you want to run can't stand characters dying, or even a TPK, then it's up to you as a GM to find a less lethal system, rather than lying to the players about what's happening.
If the party gets 60 points of damage when they would only be able to take 43, then they should have some sort of cushion to shield themselves from the uncaring dice. If they've spent that cushion already, then they know that and chose to face the danger anyways, rather than saying, "Yeah, I think Jim's in a good mood tonight, so he'll put in a way for our characters to survive even if we shouldn't." If the GM fudges whenever they want, then it's at their discretion what happens, and you might as well play freeform because you're saying to yourself (and your players, when they inevitably catch on) that the rules don't matter if you decide you'd rather see something else happen.
On a related note, I disagree with #2 (knowing the rules). As the GM, you're likely the only person who has read the rulebook cover to cover. While fudging things can work (and is often the easiest thing to do in the middle of the game), you should write down when you fudged something and go back later to see if there are rules that actually cover that situation. With any luck, the game will have been designed and playtested, and the official rules are probably sturdier and more complete than anything you come up with on the fly. For instance, if a PC wants to start a merchant company, you should look to see if there's anything more detailed than just saying, "Roll Diplomacy to negotiate prices," as other economic rules will give more depth and options to the player.
If the party takes 60pts of damage when they should be able to take 43, than that means it is the GM who has screwed up balancing the encounter. The screen is designed to hide the GMs fuckups as much as anything else.
Rule #1 is "Have fun." If crummy strings of dice rolls mess that up, then the players aren't having fun. I've tried both ways, and have over 15 years of GM experience now. If the players aren't trusting you just because you have a screen up, than maybe, just maybe, there is something ELSE going on at the table that has little to do with the screen.
All that said, yes, be fair. Be fair in how you DO rule things, by being consistent. If you allow a PC to make a save to avoid falling off a cliff, you damn well better be ready to allow another PC the same thing in a similar situation. Players get FAR more upset about unfair rulings than they have EVER because the GM fudged a dice roll that they never saw.
In one campaign, at the penultimate boss, (a pitfiend), with a GM who rolled openly. The pitfiend couldn't roll higher than a 4. It was hilarious in all the wrong ways, trivialized the encounter and everything the party prepared for. They joked about it for years, in a "oh man remember this awful stupid that happened." The players NEED to be challenged.
In the epic level handbook it pretty much admits the mechanical problems of DnD, it breaks down at higher levels because of the amount of randomness in die rolling, where the difference between one result and other is life and death. YOU may want a more random system, but my parties have almost universally prefered Roleplaying instead of Rollplaying.
I've never had a situation where I've had to convince my players of that, I've had PC's die and had no complaints about rolls etc. I've only ever fudged three rolls as far as I can recall, each were to do with the fact that I screwed up the balance of the encounter. Plus die rolls are random, there are runs of good luck and runs of bad, how is it any less believable when it happens to a GM, that just seems a bit silly.Rack said:I think you might be underestimating players there. First up if you're rolling behind a screen players are naturally going to expect shenanigans, you have to convince them you aren't fixing dice rolls rather than expose that you are. Secondly it's pretty easy to spot surges of luck while you're in a desperate situation. Lastly it's really hard to cover up that you're fudging dice. There will normally be a beat as you decide what the outcome of that bad roll will be, whether you need to fudge it, if it's worth fudging it, how much you need to fudge it by and how much to actually fudge it. Even if it only takes you a tenth of a second a player reduced to low hit points by a big attack is going to spot that a mile off.chozo_hybrid said:Your players only know that if you tell them you change results. So it's the GM's fault if that happens and his/her players take advantage of that.Rack said:I have to agree with the article when it comes to never cheating the dice or fudging the rolls. In the moment it's obviously tempting, one character dying, or even a full wipe from an unlucky roll can severely derail a session. But the flipside is you've completely defanged your game, the players realise they are never in any danger and thus nothing you do can ever generate tension. You might as well remove every combat and trap from your gameworld after this point.