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

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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.

    M This user is from outside of this forum
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    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
        5
        • 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
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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.

            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
            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.

              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
                  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.

                    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 Online
                        KichaeK Online
                        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
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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.

                          🇰 🌀 🇱 🇦 🇳 🇦 🇰 🇮 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 Online
                            KichaeK Online
                            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 Online
                              KichaeK Online
                              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.

                              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.

                                M This user is from outside of this forum
                                M This user is from outside of this forum
                                mech@feddit.org
                                wrote last edited by
                                #23

                                Tell your players they can also create part of the world. If a player wants to jump up, grab the chandelier and swing towards the enemies, then there’s now a chandelier there. They don’t have to ask if one is there first.

                                And print out a long list of names and a long list of quirks (like “gorgeous”, "drunk ", “depressed”, “freckled”, “educated”, “short-tempered”, etc.)
                                Pick a name and 2+ quirks for every NPC they encounter, to give them more than “he’s the shopkeeper” to play off of.
                                You can make similar lists for villages you didn’t plan out, spaceships, etc. depending on the setting.

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

                                  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 This user is from outside of this forum
                                  I This user is from outside of this forum
                                  iamthetot
                                  wrote last edited by
                                  #24

                                  I did not attack your character.

                                  1 Reply Last reply
                                  2
                                  • KichaeK Kichae

                                    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 This user is from outside of this forum
                                    S This user is from outside of this forum
                                    supernovastar@lemmy.blahaj.zone
                                    wrote last edited by
                                    #25

                                    Change or fudge enough rules and you’re basically playing a different game.

                                    No time constraints? Now the GM has less levers to pull on to make choices feel meaningful.

                                    Not tracking rations? Then there’s nothing stopping the players from travelling back to town to rest after every encounter.

                                    Lots of game rules feel “less fun” in the moment but the alternative is constantly playing rocket tag because now fights don’t feel consequential unless player death is on the line - and that’s an easy line to accidentally cross. And then you end up fudging rolls to balance encounters.

                                    But you wouldn’t need to make individual encounters so hard in the first place if pc death isn’t the only negative consequence on the table.

                                    1 Reply Last reply
                                    1
                                    • 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.

                                      J This user is from outside of this forum
                                      J This user is from outside of this forum
                                      jtrek@startrek.website
                                      wrote last edited by
                                      #26

                                      There are other games than DND. Play more of them and steal ideas from them.

                                      1 Reply Last reply
                                      1
                                      • 🇰 🌀 🇱 🇦 🇳 🇦 🇰 🇮 K 🇰 🌀 🇱 🇦 🇳 🇦 🇰 🇮

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

                                        They were absolutely right. They do suck.

                                        I This user is from outside of this forum
                                        I This user is from outside of this forum
                                        iamthetot
                                        wrote last edited by
                                        #27

                                        System dependant, surely.

                                        🇰 🌀 🇱 🇦 🇳 🇦 🇰 🇮 K 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.

                                          southsamuraiS This user is from outside of this forum
                                          southsamuraiS This user is from outside of this forum
                                          southsamurai
                                          wrote last edited by
                                          #28

                                          I was thinking and trying to come to with something and I realized that I never got advice.

                                          My path as a DM was essentially all “jump in and learn to swim”.

                                          First from the old red box an uncle left behind when he moved, trying to figure it out (and bashing my face into thac0 until giving up for years).

                                          Then, when I got fed up with the first DM I played under, I said “fuck it”, then finally figured thac0 out enough to run some d&d for friends, and decided I liked the mishmash my first DM used that was a gurps/d&d/marvel heroes/call of Cthulu abomination. I took the things I liked that he did, rejected what sucked for me, then gradually grafted on my own home brew stuff.

                                          My group vastly preferred the near future, science fantasy setting I cooked up to standard d&d, so that was what mostly got played over the years until I essentially retired from running games (tried to run some here and there, with varying degrees of flake leading to aborted games).

                                          So I never got advice. What I got was players, friends, giving me shit when things sucked and helping me cook shit up to fix what was broken. I call it “my” system, but the mechanics that weren’t lifted from established systems then adapted are only maybe 90% mine. Even the ones I wholly cooked up got adjusted over time by my friends input.

                                          My best friend completely designed two magic “schools”, and had a major hand in coming up with racial abilities for our weird-ass wants.

                                          And I think that’s the advice I got indirectly. Make the game, whatever system it is, a thing of creativity and fun. The system doesn’t fucking matter. The setting isn’t important. The people are. Time and time again, my best shit as a DM wouldn’t have happened without everyone being fully engaged, fully free to pull shit out of their ear and see what happened.

                                          It’s the advice I tend to give when asked. And it isn’t just rule of cool writ long winded, because you don’t actually have to do that for an engaging table. You can RAWdog the fuck out of dice and rules as long as players and DM are invested in mutual enjoyment.

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