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> My screwed up GMing., Some advice maybe?
GrinderTheTroll
post Jun 9 2006, 08:53 PM
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QUOTE (Brahm)
QUOTE (GrinderTheTroll @ Jun 9 2006, 11:44 AM)
QUOTE (Zen Shooter01 @ Jun 8 2006, 04:00 PM)
First thing: you can fudge the dice, you know. Don't roll them where the PCs can see.

I agree 100%. You are the GM, you are above the law as it were. Don't let visible dice ruin your run or critical setup.

Boooooo.

Hehe, always a critic.

I try to remain fair and impartial while keeping things moving and interesting.
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Shrike30
post Jun 9 2006, 09:13 PM
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If a funky dice roll is going to kill the good time we're having, you'd better believe I'm gonna fudge it.
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hyzmarca
post Jun 9 2006, 10:49 PM
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Fudging the dice is usually a bad idea. If you fudge in the players favor they can come to rely on it. If you fudge against the players then they can become confused. You need to be consistent.
As GM you're god. God has to be subtle. He's sort of like a professional arsonist. His best work looks perfectly natural, like an electrical fire due to a bad circuit breaker.
There are plenty of subtle things you can do. For example, you can have NPCs buy sucesses instead of rolling. Likewise, if you want to make a NPC tougher you can actually make it tougher by providing it with bonus dice or using edge or reroll failures instead of just ignoring unfavorable rolls. Of course, you can make things more difficult or easier by adjusting the edge refresh rate.



As for the Shaman's combat ability, in all honesty he should be superior to the gunbunny even with 5? fewer dice. Magic is that much better. A spellcasting focus can bring his dice up, as can specializing. Personally, I'm not sure that combat spells would be he best speciality. If you really want to help you can reintroduce expendable spell foci, but I'm afraid that they'll have a bigger impact than in SR3 due to the dice mechanic.







QUOTE (coolgrafix)
I'll go ahead and say it, hyz. You're good at this sort of thing. =)


Shucks :)

The scenario laid out was just too good to let go to waste. It's like something out of a 2d platformer where you get to the end of the first stage and are confronted by a guy you never met before who gloats for no apparent reason then leaves without fighting. You just know that he is really important to the story and you know that you're probably going to fight him later but you have no clue why.
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NightHaunter
post Jun 10 2006, 12:17 PM
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Fudging in both directions is necessary from time to time but I do keep it to a minimum.

My player suspect nothing. (Until Now)

It makes the feel of the game better.
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Wounded Ronin
post Jun 12 2006, 04:25 AM
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QUOTE (X-Kalibur)
QUOTE (Brahm @ Jun 9 2006, 03:02 PM)
QUOTE (GrinderTheTroll @ Jun 9 2006, 11:44 AM)
QUOTE (Zen Shooter01 @ Jun 8 2006, 04:00 PM)
First thing: you can fudge the dice, you know. Don't roll them where the PCs can see.

I agree 100%. You are the GM, you are above the law as it were. Don't let visible dice ruin your run or critical setup.

Boooooo.

While there is something honorable about GMs that play the dice as they roll, sometimes it isn't in anyone's interest. Like the first round of combat and you roll all success on a shot against the weakest character. A little fudging can go a long way.

Actually, the weakest guy getting headshotted and killed outright *is* in everyone's interest if you play for the tactical/problem solving element of the game. If you are trying to play a tactical game you absolutely must let the dice fall where they may. That's how I play.
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Tarantula
post Jun 12 2006, 08:55 AM
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I'm with you on that one Wounded. Whats the weakest character doing out in the open in a likely combative area where he can be headshotted so easily?
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nezumi
post Jun 12 2006, 02:05 PM
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Playing strictly online, I don't have too much right to comment, however I WILL fudge the dice when it'll stop the plotline (for example, perception test to find a critical clue that progresses the plot).
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hyzmarca
post Jun 12 2006, 02:52 PM
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Redundancy can help with that.
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SL James
post Jun 12 2006, 03:11 PM
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QUOTE (nezumi @ Jun 12 2006, 08:05 AM)
Playing strictly online, I don't have too much right to comment, however I WILL fudge the dice when it'll stop the plotline (for example, perception test to find a critical clue that progresses the plot).

I did something like that once, exploiting the time delay of grenades so that instead of the PC getting nailed with freeze foam from a minigrenade that rolled back between his legs, a Force 6 Good Merge Ant Spirit (which he was firing at) jumped on him and flung him out of the basement (the PC was standing on a landing in a basement and the Insect Spirit was in the hallway outside), letting the Spirit take the blast.

That was last year when I was feeling kind. Now, because of another campaign getting to the crunchy parts and just a general downturn in my willingness to spare PCs, I've let an entire team wounded (And not just "wounded." All but one got D wounds) because, well, them's the dice.
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Moon-Hawk
post Jun 12 2006, 04:45 PM
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I'm normally in favor of a little careful GM-fudging, especially since dead characters can ruin plotlines. I generally fudge slightly and find another inventive way to punish their bad luck.
However, with the all-powerful "escape certain death" rule in SR4, I'm no longer sure.
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Brahm
post Jun 12 2006, 04:55 PM
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QUOTE (Moon-Hawk @ Jun 12 2006, 11:45 AM)
I'm normally in favor of a little careful GM-fudging, especially since dead characters can ruin plotlines.  I generally fudge slightly and find another inventive way to punish their bad luck.
However, with the all-powerful "escape certain death" rule in SR4, I'm no longer sure.

"Escape certain death" basically incorporates the function of dice fudging for that purpose into the rules. Since it is "escape certain death" and not "escape any bad thing happening" the GM is then in the position to set the alternate, less immediately leathal consequences.
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Brahm
post Jun 12 2006, 05:03 PM
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QUOTE (GrinderTheTroll @ Jun 9 2006, 03:53 PM)
QUOTE (Brahm @ Jun 9 2006, 01:02 PM)
Boooooo.

Hehe, always a critic.

I try to remain fair and impartial while keeping things moving and interesting.

Moving where? Down the railroad. ;) ;) ;)

Fudging dice shouldn't be a requirement to keep things interesting. Dice rolling usually are, and should be, something interesting and that heads in the direction of interesting. If they aren't then there is something thats been done prior that needs adjusting for the next time.

So fudging is either the crutch, and you need to look harder for the source of the problem, or fudging is the problem itself and you need to just let it happen and see where it goes.
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Teulisch
post Jun 12 2006, 05:06 PM
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I think a lot depends on the players, and the feel of the game you want.

Some games need to let dice fall where they may. others need to fudge in the players favor. If your playing with people who are new to SR, its a good idea to fudge things a bit. you want them to have fun, and want to play again. doing a game requiring detailed character creation with very brutal results of simple mistakes will not be fun for newbies.

Generaly, first few games you dont want to kill anyone unless they do something really bad like a shoot-out with the star. sure they can get hurt bad, but nothing worse than a deadly wound right? random combat in a mission because one guy glitches a stealth roll or alram disarm attempt is not a fun way to die.

But then, if you have a bunch of hardcore SR veterans, then fudging isnt really necessary. they know what their doing, and you can expect them to know the risks.
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GrinderTheTroll
post Jun 12 2006, 05:09 PM
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QUOTE (Brahm)
QUOTE (GrinderTheTroll @ Jun 9 2006, 03:53 PM)
QUOTE (Brahm @ Jun 9 2006, 01:02 PM)
Boooooo.

Hehe, always a critic.

I try to remain fair and impartial while keeping things moving and interesting.

Moving where? Down the railroad. ;) ;) ;)

Fudging dice shouldn't be a requirement to keep things interesting. Dice rolling usually are, and should be, something interesting and that heads in the direction of interesting. If they aren't then there is something thats been done prior that needs adjusting for the next time.

So fudging is either the crutch, and you need to look harder for the source of the problem, or fudging is the problem itself and you need to just let it happen and see where it goes.

Despite you're quoting me, I won't take this personal. 8)

Meh, there is a time and a place to fudge dice. I've had enough GM/DM experience to know when to let them lay or make 3's into's 5's. ;)
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SL James
post Jun 12 2006, 06:16 PM
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QUOTE (Teulisch)
But then, if you have a bunch of hardcore SR veterans, then fudging isnt really necessary. they know what their doing, and you can expect them to know the risks.

hahaha

Yeah, well when the PCs stop minding their surroundings on the job, bad things happen.

The best part is that so, the mage was ready to go to war with the attackers even while his two remaining teammates and the extraction target are bleeding to death. He's fallen behind an upturned table, and when he looks out...

The attackers (who all told shot nine people, five to death) walk out of Run Run Shaw's without saying a word or killing them some more (which, to be fair, would have been the result if they stuck around. Mage would have died, and then they would have shot everyone in the head again to make sure.)
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