QUOTE (deek @ Aug 26 2010, 04:21 PM)

I was just trying to gauge your flexibility, I suppose. I know its hard to imagine in the group you are part of and it more just philosophical theory than anything else, but if some or all of you players wanted you to not roll openly, would that just crush your world or would you adapt and go with it? I'm not saying you have to fudge your dice rolls (even though I understand that you view a GM Screen as having no other purpose than to mask your rolls).
I suppose if it became a serious enough issue that the players wanted me to use a GM screen or otherwise "roll in secret", I would. I can't imagine that scenario happening, but if it did I would try to cater to their wishes. It is a trivial thing and doesn't particularly effect my enjoyment of the game one way or the other.
QUOTE (deek @ Aug 26 2010, 04:21 PM)

There are times that I have built encounters that I thought would be pretty tough and the players devised a way to defeat it with relative ease.
There are times that I have built encounters that I thought would be pretty tough and they were pretty tough.
There are times that I have built encounters that I thought would be pretty tough and they were ten times worse and it was easy for me to see this was going down the path of TPK.
In the former two, live and learn. I may fudge a roll or two in the first scenario to change it from a total cakewalk to a character or two takes some damage. Its still easy, but at least the enemies did something.
The last one though...well, that's no fun for anyone. I didn't mean for it to be that tough, so why should I kill everyone? If I could fudge a couple rolls, give the PCs a chance at a pivotal moment and they pull through to a victory, why not go for that? Sure, there are times where I have had to have enemies leave, and played it off like they figured the rest of the enemies had the PCs dead, so they didn't bother making sure. My players know what I did and they are almost always thankful.
A lot of creating encounters suitable to the abilities of the PCs just comes with experience as a GM. Both in general and within the context of a particular game. It can be challenging for a GM to create encounters well suited to the abilities of the characters in a new game they may not be familiar with. One of the reasons I insist on keeping a copy of every players character is specifically to help me in designing adventures suitable to the characters abilities. If there is any doubt, I will either start with a few non-lethal encounters until I feel confident in my ability to create lethal encounters that aren't likely to result in a TPK or simply err on the side of creating encounters that are more likely to be easier for the characters rather than harder.
I always try to answer two important questions while designing an adventure.
1.)What happens if the characters succeed.
2.)What happens if the characters fail.
Failing to complete a task does not necessarily need to signal the end of an adventure or worse a long running campaign. It may create setbacks, new challenges, require a different approach, but IMO should not result in such total disaster that everything is completely unrecoverable.
Not all combat needs to be lethal in design. I would refer to it as doing the GM two-step if you frequently create lethal encounters and then are forced to fudge dice rolls in order to keep characters alive. That dog's bark is obviously worse than it's bite. Sometimes it just makes more sense that the opposition would have an interest in capturing rather than killing the characters. Creating some non-lethal encounters ensures the character's survival should they fail and can open up several interesting possibilities if that outcome occurs. If the players are aware of potential consequences to their characters should they be captured ahead of time, then even non-lethal combat can have a great deal of tension involved. Or even better, the GM provides just enough rumor and urban legend that the player's imaginations run wild dreaming up horrible consequences for their characters.
When I design encounters in which the characters will be facing lethal force I always have to consider the consequences to the game if a character dies. Generally a TPK would only result if the PCs make a series of foolish mistakes. If they assume their character is immune to death and don't take the threat seriously, that is a mistake. If they insist on staying and fighting to the last man standing, that is a mistake. Too often I think some players forget the whole “run” part of Shadowrun and think they have to stick around and kill absolutely every last bit of opposition before leaving a scene. IMO, that is a huge mistake and is one of the primary causes of character death in games. To encourage PCs to consider making a “run” for it if things go south, I never design encounters in which they would be cornered with no way out except fighting to the last man. If the PCs don't do their homework in regards to the opposition they might face, that is a mistake. Knowing how many guards are on a scene, how they are armed/armored, what their typical patterns are, and what types of tactics and procedures they use is important to success and survival. One of the characters biggest advantages is knowing ahead of time what to expect and being able to plan for it. The opposition rarely has the luxury of knowing ahead of time what they might be facing and planning/equipping themselves accordingly.