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What's the best GMing advice you've ever received?

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  • M mr_noxx@lemmy.ml

    For me, it was: “If it’s going to help your players have more fun, cheat. Fudge a die roll. Make shit up. The dice don’t tell you what needs to happen, your players’ reactions do.”

    Obviously, many people will disagree with this, but I’ve always appreciated this advice, and I believe it has made me a better GM.

    C This user is from outside of this forum
    C This user is from outside of this forum
    cyngi@midwest.social
    wrote last edited by
    #3

    I agree with this advice to a point. For me, it is a 50/50 decision. Fudging dice and cheating is part of dming to me, but it is a decision of when, where, and why. Crushing your players under under a severe string of bad luck can kill the game, but so can everything going their way. The point to me is to make the game compelling rather than a power trip, even if I am ultimately on my players’ side

    1 Reply Last reply
    4
    • M mr_noxx@lemmy.ml

      For me, it was: “If it’s going to help your players have more fun, cheat. Fudge a die roll. Make shit up. The dice don’t tell you what needs to happen, your players’ reactions do.”

      Obviously, many people will disagree with this, but I’ve always appreciated this advice, and I believe it has made me a better GM.

      S This user is from outside of this forum
      S This user is from outside of this forum
      sbv@sh.itjust.works
      wrote last edited by
      #4

      Get your players to tell the story.

      As a GM, I’m not the only story teller at the table. I ask my players to provide backstory, flesh out NPCs, explain how/why their characters can do things that aren’t on the sheet.

      It takes a lot of load off me, and it makes it more fun for everyone.

      1 Reply Last reply
      12
      • M mr_noxx@lemmy.ml

        For me, it was: “If it’s going to help your players have more fun, cheat. Fudge a die roll. Make shit up. The dice don’t tell you what needs to happen, your players’ reactions do.”

        Obviously, many people will disagree with this, but I’ve always appreciated this advice, and I believe it has made me a better GM.

        S This user is from outside of this forum
        S This user is from outside of this forum
        sbv@sh.itjust.works
        wrote last edited by
        #5

        I have to roll in the open, otherwise I’d fudge every roll. I don’t want my players to have a bad time. I equate failing on a roll with not having fun.

        Instead, I roll in the open, and try to provide multiple ways to give a hint, or out of potentially lethal scenarios.

        1 Reply Last reply
        3
        • M mr_noxx@lemmy.ml

          For me, it was: “If it’s going to help your players have more fun, cheat. Fudge a die roll. Make shit up. The dice don’t tell you what needs to happen, your players’ reactions do.”

          Obviously, many people will disagree with this, but I’ve always appreciated this advice, and I believe it has made me a better GM.

          Sargon of ACABS This user is from outside of this forum
          Sargon of ACABS This user is from outside of this forum
          Sargon of ACAB
          wrote last edited by
          #6

          I don’t like that advice. Part of the fun of TTRPGs, to me, is the randomness involved in outcomes.

          But if it works for you it works for you.

          Best advice I’ve ever gotten was that the DM isn’t responsible for everything. So now I let players handle the scheduling.

          1 Reply Last reply
          10
          • M mr_noxx@lemmy.ml

            For me, it was: “If it’s going to help your players have more fun, cheat. Fudge a die roll. Make shit up. The dice don’t tell you what needs to happen, your players’ reactions do.”

            Obviously, many people will disagree with this, but I’ve always appreciated this advice, and I believe it has made me a better GM.

            BartimaeusB This user is from outside of this forum
            BartimaeusB This user is from outside of this forum
            Bartimaeus
            wrote last edited by
            #7

            @mr_noxx do stars & wishes in the end of the session to prep the next session.

            M 1 Reply Last reply
            0
            • M mr_noxx@lemmy.ml

              For me, it was: “If it’s going to help your players have more fun, cheat. Fudge a die roll. Make shit up. The dice don’t tell you what needs to happen, your players’ reactions do.”

              Obviously, many people will disagree with this, but I’ve always appreciated this advice, and I believe it has made me a better GM.

              I This user is from outside of this forum
              I This user is from outside of this forum
              iamthetot
              wrote last edited by
              #8

              I dislike the oft repeated fudge advice. Why not just do a collaborative writing exercise if you don’t want to actually use the rules of the game you’re playing?

              As a player, I would be crushed to find out the GM was fudging. It would make all of my decisions pointless.

              As a GM, if you fudge, you are effectively removing the players’ agency. You are becoming the sole arbiter of the story to be told, and they are just along for the ride.

              If your spectators want that, cool. But I’d much rather be an active player.

              M G 2 Replies Last reply
              7
              • I iamthetot

                I dislike the oft repeated fudge advice. Why not just do a collaborative writing exercise if you don’t want to actually use the rules of the game you’re playing?

                As a player, I would be crushed to find out the GM was fudging. It would make all of my decisions pointless.

                As a GM, if you fudge, you are effectively removing the players’ agency. You are becoming the sole arbiter of the story to be told, and they are just along for the ride.

                If your spectators want that, cool. But I’d much rather be an active player.

                M This user is from outside of this forum
                M This user is from outside of this forum
                mr_noxx@lemmy.ml
                wrote last edited by
                #9

                I believe you’re blowing the idea of the fudged roll out of proportion, friend. No one is suggesting doing this on a continual basis - ie, fudging every single dice roll in the game. As a GM, my first responsibility is to ensure (as much as possible) that my players have a good time. I don’t get my rocks off watching my players die or have anxiety attacks at the table (though there are plenty of GMs who do). If the roleplaying would be best served by me overlooking a shitty dice roll from time to time, I have absolutely no qualms with that. At all. Of course, if my players make idiotic decisions and ignore every subtle warning I can throw at them to NOT do what they’re doing, then I let the dice fall how they will.

                I KichaeK 2 Replies Last reply
                1
                • BartimaeusB Bartimaeus

                  @mr_noxx do stars & wishes in the end of the session to prep the next session.

                  M This user is from outside of this forum
                  M This user is from outside of this forum
                  mr_noxx@lemmy.ml
                  wrote last edited by
                  #10

                  Explain this concept to me, my friend.

                  1 Reply Last reply
                  0
                  • M mr_noxx@lemmy.ml

                    For me, it was: “If it’s going to help your players have more fun, cheat. Fudge a die roll. Make shit up. The dice don’t tell you what needs to happen, your players’ reactions do.”

                    Obviously, many people will disagree with this, but I’ve always appreciated this advice, and I believe it has made me a better GM.

                    tiberiusT This user is from outside of this forum
                    tiberiusT This user is from outside of this forum
                    tiberius
                    wrote last edited by
                    #11

                    “You cannot have a meaningful campaign if strict time records are not kept.” - Gary Gygax

                    This advice can be taken in various ways. My take is time goes by while your PCs are doing their thing.

                    Nefarious plans are carried out by evil minions and the latest exploits of your party of murder hobos has reached the next settlement. If your party does a side quest instead of saving the queen from a sacrificial ritual, they going to have more xp and gold but Orcus is now wearing a new queen skin loincloth.

                    Time drives the consequences of PC actions. The world continues on while your party is on their 6th long rest in a 5-room dungeon.

                    1 Reply Last reply
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                    • T thealbatross@lemmy.blahaj.zone

                      Similarly “The DM rolls the dice because it sounds good. Occasionally the dice tell an amazing story, unfortunately the DM must always tell an amazing story.”

                      susaga@sh.itjust.worksS This user is from outside of this forum
                      susaga@sh.itjust.worksS This user is from outside of this forum
                      susaga@sh.itjust.works
                      wrote last edited by
                      #12

                      Unfortunately, the first lesson I learned from GMing is that the story I planned is shit. The only reason my stories are worth telling is because the players make decisions I don’t expect and the dice send things in crazy directions. If there is no chance of failure, success is meaningless.

                      Instead, I let the dice tell whatever story they like, and I turn that into a better story than I could come up with. And if a roll would genuinely make things terrible if they didn’t roll a specific way, I don’t roll at all.

                      I tried fudging once. The players could tell, and the story lost all tension. Now I roll in the open, and every roll is exciting.

                      1 Reply Last reply
                      4
                      • M mr_noxx@lemmy.ml

                        For me, it was: “If it’s going to help your players have more fun, cheat. Fudge a die roll. Make shit up. The dice don’t tell you what needs to happen, your players’ reactions do.”

                        Obviously, many people will disagree with this, but I’ve always appreciated this advice, and I believe it has made me a better GM.

                        D This user is from outside of this forum
                        D This user is from outside of this forum
                        don_alforno@feddit.org
                        wrote last edited by
                        #13

                        It’s not a game if your players aren’t able to make informed decisions. They can’t make informed decisions if you keep arbitrarily changing the rules.

                        1 Reply Last reply
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                        • I iamthetot

                          I dislike the oft repeated fudge advice. Why not just do a collaborative writing exercise if you don’t want to actually use the rules of the game you’re playing?

                          As a player, I would be crushed to find out the GM was fudging. It would make all of my decisions pointless.

                          As a GM, if you fudge, you are effectively removing the players’ agency. You are becoming the sole arbiter of the story to be told, and they are just along for the ride.

                          If your spectators want that, cool. But I’d much rather be an active player.

                          G This user is from outside of this forum
                          G This user is from outside of this forum
                          gabadabs@lemmy.blahaj.zone
                          wrote last edited by
                          #14

                          Is that the case though? When I have DM’d there’s often a difference between the intended difficulty of an encounter I create versus how it actually works out in play. Chalk that down to inexperience I guess, but a nudge in the direction of what the intended experience was I’ve found helpful, especially when the focus on the campaign is narrative. It can mitigate frustration that arises in situations that aren’t supposed to be difficult, and prevent boss encounters from being underwhelming when your players do a lot more damage than you anticipate.

                          I KichaeK 2 Replies Last reply
                          0
                          • M mr_noxx@lemmy.ml

                            I believe you’re blowing the idea of the fudged roll out of proportion, friend. No one is suggesting doing this on a continual basis - ie, fudging every single dice roll in the game. As a GM, my first responsibility is to ensure (as much as possible) that my players have a good time. I don’t get my rocks off watching my players die or have anxiety attacks at the table (though there are plenty of GMs who do). If the roleplaying would be best served by me overlooking a shitty dice roll from time to time, I have absolutely no qualms with that. At all. Of course, if my players make idiotic decisions and ignore every subtle warning I can throw at them to NOT do what they’re doing, then I let the dice fall how they will.

                            I This user is from outside of this forum
                            I This user is from outside of this forum
                            iamthetot
                            wrote last edited by
                            #15

                            My opinion is not based on continuous fudging.

                            Perhaps I can reword my opinion to be better understood. You don’t need to agree with it, but this is my opinion.

                            The GM fudging is removing the agency of the players, by deciding that the rules of the game (Eg, the dice result) do not at an arbitrary time serve the story that the GM thinks is best.

                            Challenge: would you be okay with a player lying (fudging) a dice result to facilitate a result that they found more fun?

                            M KichaeK 2 Replies Last reply
                            5
                            • G gabadabs@lemmy.blahaj.zone

                              Is that the case though? When I have DM’d there’s often a difference between the intended difficulty of an encounter I create versus how it actually works out in play. Chalk that down to inexperience I guess, but a nudge in the direction of what the intended experience was I’ve found helpful, especially when the focus on the campaign is narrative. It can mitigate frustration that arises in situations that aren’t supposed to be difficult, and prevent boss encounters from being underwhelming when your players do a lot more damage than you anticipate.

                              I This user is from outside of this forum
                              I This user is from outside of this forum
                              iamthetot
                              wrote last edited by
                              #16

                              Let your players kick that boss’s ass. They’ll feel powerful and their tactical choices, or indeed lucky die rolls, will have paid off. When you as a GM decide that this boss fight isn’t going the way you wanted it to so you begin fudging numbers, you are deciding how the story should go rather than the players and dice/rules of the game. You are denying your players the agency of the tactics, choices, and the luck of the dice.

                              As a player, this is what I would hate to discover. TTRPGs are fun to me for the very concept of letting the players, rules of the system, and roll off the dice form the story.

                              The GM’s responsibility, imho, is to judge how the world reacts to the players’ actions and outcomes, not to arbitrarily change the world when they decide the story isn’t going to their liking.

                              1 Reply Last reply
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                              • M mr_noxx@lemmy.ml

                                For me, it was: “If it’s going to help your players have more fun, cheat. Fudge a die roll. Make shit up. The dice don’t tell you what needs to happen, your players’ reactions do.”

                                Obviously, many people will disagree with this, but I’ve always appreciated this advice, and I believe it has made me a better GM.

                                orenj@lemmy.sdf.orgO This user is from outside of this forum
                                orenj@lemmy.sdf.orgO This user is from outside of this forum
                                orenj@lemmy.sdf.org
                                wrote last edited by
                                #17

                                If it does not serve the fun of the people in the table you are allowed to gloss over it.

                                1 Reply Last reply
                                0
                                • I iamthetot

                                  My opinion is not based on continuous fudging.

                                  Perhaps I can reword my opinion to be better understood. You don’t need to agree with it, but this is my opinion.

                                  The GM fudging is removing the agency of the players, by deciding that the rules of the game (Eg, the dice result) do not at an arbitrary time serve the story that the GM thinks is best.

                                  Challenge: would you be okay with a player lying (fudging) a dice result to facilitate a result that they found more fun?

                                  M This user is from outside of this forum
                                  M This user is from outside of this forum
                                  mr_noxx@lemmy.ml
                                  wrote last edited by
                                  #18

                                  That’s an ad hominem argument, I’m afraid. The player isn’t responsible for running the game - at least not in the same capacity. The GM is the one who either selects the adventure to run or writes it themselves. The players (at least not in any game that I’ve ever participated in over the last 30+ years) do not. As the one who is doing all of the legwork in creating, hosting and running the game to maximize the enjoyment of the group, overlooking a few terrible dice rolls here and there isn’t going to make me lose any sleep. In fact, in just about every TTRPG rulebook you will find an entry that states, in one form or another, that the GM is the final arbiter of the rules - up to and including overriding them as they see fit. Do things differently at your table, if you like. You don’t have to agree with me, either. Different strokes and all that.

                                  I 1 Reply Last reply
                                  -1
                                  • M mr_noxx@lemmy.ml

                                    I believe you’re blowing the idea of the fudged roll out of proportion, friend. No one is suggesting doing this on a continual basis - ie, fudging every single dice roll in the game. As a GM, my first responsibility is to ensure (as much as possible) that my players have a good time. I don’t get my rocks off watching my players die or have anxiety attacks at the table (though there are plenty of GMs who do). If the roleplaying would be best served by me overlooking a shitty dice roll from time to time, I have absolutely no qualms with that. At all. Of course, if my players make idiotic decisions and ignore every subtle warning I can throw at them to NOT do what they’re doing, then I let the dice fall how they will.

                                    KichaeK Offline
                                    KichaeK Offline
                                    Kichae
                                    Forum Master
                                    wrote last edited by
                                    #19

                                    mr_noxx@lemmy.ml Honestly, I agree with the others. I don’t know why we’re playing dice games if we don’t want to adhere to the dice. The dice create the uncertainty and variation that the play at the table responds to.

                                    The more honest and transparent solution to players being at risk of dying is roleplay or narrative transition. Enemies don’t need to be doing coup de graces, and going down in combat can mean capture rather than death. But if it’s only fun for everyone if they’re winning, then why not play something else where losing is never an option?

                                    1 Reply Last reply
                                    3
                                    • M mr_noxx@lemmy.ml

                                      For me, it was: “If it’s going to help your players have more fun, cheat. Fudge a die roll. Make shit up. The dice don’t tell you what needs to happen, your players’ reactions do.”

                                      Obviously, many people will disagree with this, but I’ve always appreciated this advice, and I believe it has made me a better GM.

                                      🇰 🌀 🇱 🇦 🇳 🇦 🇰 🇮 K This user is from outside of this forum
                                      🇰 🌀 🇱 🇦 🇳 🇦 🇰 🇮 K This user is from outside of this forum
                                      🇰 🌀 🇱 🇦 🇳 🇦 🇰 🇮
                                      wrote last edited by
                                      #20

                                      “Nobody actually uses the rules for traveling, man. They fucking suck.”

                                      They were absolutely right. They do suck.

                                      I 1 Reply Last reply
                                      1
                                      • G gabadabs@lemmy.blahaj.zone

                                        Is that the case though? When I have DM’d there’s often a difference between the intended difficulty of an encounter I create versus how it actually works out in play. Chalk that down to inexperience I guess, but a nudge in the direction of what the intended experience was I’ve found helpful, especially when the focus on the campaign is narrative. It can mitigate frustration that arises in situations that aren’t supposed to be difficult, and prevent boss encounters from being underwhelming when your players do a lot more damage than you anticipate.

                                        KichaeK Offline
                                        KichaeK Offline
                                        Kichae
                                        Forum Master
                                        wrote last edited by
                                        #21

                                        When I have DM’d there’s often a difference between the intended difficulty of an encounter I create versus how it actually works out in play.

                                        Players are allowed to flee. Enemies are allowed to mock them and walk away.

                                        I’m not sure why basically ever single discussion I ever see about GMing seems to live in this world where the only options in combat is “PCs die or NPCs die”, and the only workaround is to pick and choose when you’re playing a probability game.

                                        S 1 Reply Last reply
                                        1
                                        • I iamthetot

                                          My opinion is not based on continuous fudging.

                                          Perhaps I can reword my opinion to be better understood. You don’t need to agree with it, but this is my opinion.

                                          The GM fudging is removing the agency of the players, by deciding that the rules of the game (Eg, the dice result) do not at an arbitrary time serve the story that the GM thinks is best.

                                          Challenge: would you be okay with a player lying (fudging) a dice result to facilitate a result that they found more fun?

                                          KichaeK Offline
                                          KichaeK Offline
                                          Kichae
                                          Forum Master
                                          wrote last edited by
                                          #22

                                          iamthetot

                                          would you be okay with a player lying (fudging) a dice result to facilitate a result that they found more fun?

                                          Thank you. No GM is going to accept their players declaring a bad roll to be a good one, instead. Cheating players is one of the more common GM complaints. I’m not sure why GMs seem to think that’s a one-way street.

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