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Hosts – Dan, Mack, Tyler, Bryan, Steve
Topic – In this rather large episode, we cover a topic that has been working it’s way around the podcasting community….GM dice fudging. Oh, what an adventure that was. Enjoy!
Superior Spider-Man Vol 1 (Marvel Comics Database)
Star Wars: The Old Republic
DC Universe Online
Happy Jacks RPG Podcast
Rise of the Runelords – Paizo
The music played in this episode is:
Christopher Lee: “The Bloody Verdict of Verden”
3 Responses to “Episode 21 – Cheaters!?”
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Hey guys, this is the first podcast I’ve listened to. Cool stuff, but I’ve got a lot to say so bear with me.
Fudging rolls for cinematic effect in benefit for the players is great but is a slippery slope. The GM trades his/her own excitement and thrill for the players’ benefit. A noble sacrifice. However it can easily get out of hand, and it may soon rob the GM of any enjoyment in the game (and by extension the players) and so must be used extraordinarily lightly.Like nutritionally recommended servings of sweets and fats sparingly.
Here are my thoughts on all that other stuff:
3.x/Pathfinder is very heavily combat oriented, but not required. I have played the challenge that Dan issued (concerning one combat). It was fantastic. But it’s impossible to play with a party that doesn’t communicate and work together. Players need to communicate with each other and the DM. If that doesn’t happen, the only real option for the individual player is to be a power gaming. Whereas, if the players know they have each other’s backs, they can afford to not optimize and take more characterful feats. Players and DMs also need to communicate(and hopefully, collaborate) on what kind of game they want to play. If your players want to be to play a tactical simulator, get a grid map and some sweet miniatures. Alternatively, find a system that focuses specifically on the genre you want to play. DnD/Pathfinder is great, but it’s a general one. It’ll never be as good at creating a a cyberpunk setting as Shadowrun, or at exotic horrors as Call of the Cthulu.
Now, this doesn’t mean one should always fall back on that hippie dippie sharing story bullshit. There are plenty of times where one wants to tell a particular story, and in a particular way. In such a case, i feel it is necessary to make sure the players are as deeply immersed as possible. This may involve some concessions from both the players and the GM. I often find this is mostly easily achieved by connecting a PC to the story in such a way that they have something invested in the story. This, of course, means the players can’t be total powergaming rollplayers.
Bass-Brian:Take a break and play a game. Do this for a few sessions.
Then: I’d highly recommend the adventure paths. It may be boring reading them, but take that opportunity to flesh out the adventure further. I agree with the diagnosis of a lack of preparation, and as such, the adventure path is all laid out for you. It even gives you supplements to help the players make their characters tie in with the story. Still, I don’t think anyone can really blame you for not being prepared. If your gaming group isn’t fun to play with, why spend effort planning a game? Particularly if they won’t appreciate all the work you put into it? I’d also recommend lower level games. Powergaming isn’t nearly as effect at level 1. Combat will be deadlier, faster, characters can be rerolled faster, and it may even have the added bonus of forcing the players to bargain or negotiate with their opponents(so long as such a thing is realistic).
Also, with any luck, I’ll be starting up a Legends of the Wulin game with Steve and my roommates. The date isn’t set yet, but it’s looking like we’ll meet next Monday. If you’re interested send me a message somehow.
Sorry if I came off as a know-it-all prick. I was just excited.
Absolutely not! Thanks for the great feedback!