• jjjalljs@ttrpg.network
    21·
    18 hours ago

    That’s a valid mode of play, but I feel like if we’re going to have agreed upon rules we should follow them, and not unilaterally change them. If the rules say “you spot the trap on a roll of 10 or above”, the GM deciding you just don’t spot it because they say so can feel wrong. It can feel like cheating. We had an agreement, and they just broke it.

    On the other hand, if in your session 0 you all agree that the GM may fudge things for more drama, then have at it.

    On the third hand, I’ve done things like “the rules say X but I think that’s going to stink here. Anyone object to changing it?”.

    The important thing is everyone gives informed consent.

    • neatchee@lemmy.world
      11·
      17 hours ago

      Generally speaking, it’s almost always a bad idea to fudge things to make it worse, but acceptable to fudge things to make it better.

      If your players are rolling well, good for them! Sometimes players want to feel really lucky and like their investments paid off. If that makes your campaign too easy there are lots of ways to address it, and an easy fight will rarely if ever cause a campaign to crumble

      But a series of bad rolls? That can absolutely melt a campaign. It can suck the soul out of a party and make things feel unfair or too difficult even when it’s just a string of bad luck. Preventing a TPK or allowing a PC to narrowly escape certain doom can be the difference between a player losing interest and them learning how to mitigate risk.

      GMs should all spend some time reading up on the psychology of games and player behavior. Stress and frustration exist in the strangest, most illogical places because our brains are strange and illogical.

      • jjjalljs@ttrpg.network
        3·
        15 hours ago

        One of the things I like from Fate is the concept of Conceding. It gives players the option to give up.

        So when you have bad rolls or the situation is going real bad, you can concede. You all decide what that looks like. You don’t get whatever you wanted in the conflict, but you decide if that means you’re just left for dead, or you fall into the river and are swept away, or what. You get one or more fate points, too. Because this is written into the rules, it doesn’t feel as cheaty as it would in DND for a player to say “I don’t think we can win this. Can we say we escape somehow?”

        You can always choose to fight to the bitter end, but then you don’t really have anyone to blame but yourself.

        DND is an old game and it’s just missing whole concepts like this that I think would make a better experience.

          • jjjalljs@ttrpg.network
            1·
            11 hours ago

            I don’t think D&D will ever really change much. There are people that really like its quirks, and there’d be a backlash from people if they made large changes. People still repeat largely nonsense complaints about 4e, sometimes while trying to patch 5e with ideas that 4e did.

            Unfortunately, some people like it without ever trying anything else. D&D is a mega behemoth. I personally think it’s more popular than it should be, given how many people I’ve talked to that play it only with a generous heaping of house rules and practices that transform it into something else.