Fudging
This episode is (unfortunately?) not about the delicious sugary treat, but instead the DM tool of "fudging dice"; changing the outcome of a roll behind the screen. For this discussion, I'm joined by Bart Wynants, a.k.a @critographer, author, historian, and all-round inspiration machine. Off the back of Bart's extensive, seven-part Twitter thread, we discuss the finer points of this particular incarnation of DM fiat, and how it's a bit of an iceberg of unseen issues. Firstly, it's not limited to just altering the result of a dice roll in secret, and it's pervasiveness can take many forms: dice tables, magic items, difficulty DCs, etc. I go through my personal realisation of how public rolling completely changed the game for the better, with no drawbacks! We come to the conclusion that fudging is less a DM tool, and actually a symptom of a deeper problem - seen as an exceptional occurrence. Through the use of the "five-whys" methodology we can get to the bottom of why the need for fudging has manifested, and fix it at the root, which is easier than you might expect!
- 02:32 - Transparent rolling: the silver bullet?
- 09:19 - Improvising/fudging DCs
- 18:46 - Single points of failure and the 'rule-of-three' cure
- 26:20 - Finding peace in the absolution of responsibility
- 32:13 - Fudging dice table results - why bother & how to remain flexible
- 38:04 - Tier 1 life support - a failing of the framework?
- 43:48 - Miscellaneous fudge
- 53:26 - The Five Whys - how to get to the root of your fudging habit
Follow Bart (@critographer) on:
- Twitter: https://twitter.com/critographer
He’s done some recent work for:
- Raging Swan Press: https://www.ragingswanpress.com/
- Hansor Publishing - The Gaia Complex: https://thegaiacomplex.com/hansor
- Nightfall Games - The Terminator RPG: https://nightfall.games/terminator
Follow me on:
- Website: https://www.thinkingcritically.co.uk
- Twitter: https://twitter.com/Danilo_DnD
- Instagram: https://www.instagram.com/thinking_critically_dnd/
- Facebook: https://www.facebook.com/ThinkingCriticallyDnD
References:
- Bart's "THOU SHALT NOT FUDGE" Twitter thread: Part 1, part 2, part 3, part 4, part 5, part 6, part 7
- Gloomhaven
- The Alexandrian
- Agency episode of Thinking Critically
Intro Music: 'Local Forecast' by Kevin MacLeod
Intermission Music: 'Chill' by Kevin MacLeod
Outro Music: 'Local Forecast - Elevator' by Kevin MacLeod
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[Music]
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hello and welcome to thinking critically
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a d and d discussion a podcast where we
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deep dive single word concepts or ideas
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within the dungeons and dragons 5e
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framework my name is danilo and i like
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all kinds of games and the crunchy
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mechanics that make him tick you can
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find me on twitter facebook and
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instagram and i'd really appreciate a
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like or a follow
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and today i'm joined by bart wynance
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thank you ever so much bart for joining
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me today
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can you tell us a little bit about
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yourself
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okay hi everyone my name is bart wynance
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and i am a freelance rpg writer slash
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designer from antwerp belgium
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which explains my accent little i
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suppose i have been playing rpgs since
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95 i believe starting with call of
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cthulhu
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i've then drifted towards pathfinder
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first edition and have recently well
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three years ago started playing a fifth
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edition campaign curse of strong
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awesome yeah much more experience than
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myself so i'm looking forward to
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leveraging some of that experience today
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let's see
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the uh the topic of today is
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fudging
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uh what is what does that mean to you
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well
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i'd like to give a nuanced answer
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because when you talk about fudging
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people tend to take very extremist views
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either
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it's it's all the rule of cool and
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fudging is the way to go
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or it's all bad and you should never do
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it
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but in my opinion fudging is pretty much
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uh it's a symptom
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of something
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and when things have come
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as far
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as that you need to fudge then you
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probably should do it but what you
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really should do is look at ways to
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avoid doing so
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yeah it's uh but what is the word an
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incendiary topic sometimes as you said a
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lot of extreme views on it um
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and i've touched on it a couple of times
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in the podcast today like fudging dice
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rolls obviously i all the way back in
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episode two i think in ability i asked
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jack then you know what's his what's his
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opinion on on a dm doing that so
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obviously you and i started talking on
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twitter because you've recently done a
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whole ten part
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tweet thread seven seven parties seven
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seven part tweet thread about dice
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fudging and as you've just said
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described the symptoms and trying to get
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to the root cause of okay it was almost
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like
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hey you might have wondered how i've
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found myself in this position of having
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to fudge dice
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that that movie
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and and trying to get to the symptom of
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okay this is what's led you on that path
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and this is how you can kind of cut it
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off much earlier and just save yourself
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the hassle which i which i found really
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really interesting and i'd encourage all
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the listeners to go out and check bart's
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threads on those because there's a lot
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of
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interesting things and it shouldn't be
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any surprise to you part that i didn't
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agree a hundred percent all the time but
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that's why we're talking today and yeah
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that was interesting actually yeah thank
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you
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and um
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but you know most parts i did but there
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are one a few that you know it's a spice
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of life right different different
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opinions and different points of view so
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of course before we get into nitty
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gritty and as i said jack mentioned way
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back when all the way back through the
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mists of time in episode two
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he said
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he feels as a player it's okay for the
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dm to do if
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it makes sense at the time and i
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certainly feel like it's one of those
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things as are a lot in d d specifically
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d d where context is everything i think
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it's so incendiary a question because
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it's so dependent on context right and
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when you ask that question in isolation
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yeah when you ask that question in
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isolation of just oh i've done this or
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should i do this
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people can't help but be like oh my god
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that's the worst thing you could ever
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possibly do because i don't know any of
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the context or the setting or
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how big of an impact that would be in
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your world so
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does that broadly align with i know i
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know your thoughts but
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let's take it slowly for the time being
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does that broadly align with with your
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thoughts on it well pretty much i assume
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that when both the dm and the players
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agree that at some point dinosaur should
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be ignored
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then there's a good reason to do so
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so i won't argue with that
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but the point i made in my article is
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that
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many of those situations can be avoided
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i'm not sure about the exact context of
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the situation question
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but i i believe in most cases can just
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be avoided altogether
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but there is a need to fudge i i want to
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stress that as soon as the end
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thinks or
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assumes the game will be better if they
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ignore the dice rolls well i have
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nothing against that
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they probably have a good reason to do
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so i have a bit of a
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it's a difficult one for me i am
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as a person as human being quite
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risk-averse and quite process oriented
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so
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just that the chaotic nature of dice
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rolls
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are already at a bit of a
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friction with myself there
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one thing that i've wanted to say and
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it's one thing you mentioned in one of
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your threads was rolling in the open
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rolling publicly for example and
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if you'd have asked me or suggested that
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of me
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you know maybe a year or so ago i would
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have found that almost abhorrent an idea
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you know a
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blasphemy to the to the purity of of the
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game
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because it removes
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a tool essentially a toolkit yeah
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however
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since i've started doing it
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it's like a weight has been lifted off
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my shoulders
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i'm glad you mentioned that because
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that's exactly how i felt as well i i
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only really started rolling in the open
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at the start of my cursive chart
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campaign
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and i had the same feeling i was no
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longer responsible or i no longer felt
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responsible the time for everyone's fun
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yeah that's a really elegant way of
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putting it obviously like the gm dm
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has a large responsibility yeah that
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remains of course yeah yeah and all the
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players have a huge amount of
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responsibility too of course but that is
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an extra layer on top of like
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i've kind of implicitly been given the
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power to fudge dice rolls and it just
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implies that
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they are
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directly correlated to fun and it didn't
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it doesn't have to be that way right it
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can just be the dice full where they may
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and it was just as you discussed like a
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a breath of fresh air almost like a
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weight off my shoulders to be like hey i
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don't care like it sounds silly to say i
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don't care anymore
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but that's the only way i can describe
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but when i was rolling privately i was
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there's just another layer of maths on
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top to be like oh is that too much is
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that too little do i need to think about
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it is that going to break the game
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whereas now it's like whatever
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they are what they are
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and
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the most important part is
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right now when i'm when i'm running the
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game i feel like a participant i i'm not
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a player obviously
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but i can unabashedly root for the
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players i i wish them success
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and they know i'm i'm not how to save
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them or push the story one way or
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another but i'm actually actively
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rooting for them and i can do that by
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just rolling all dice in the open and
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and being obvious about that
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yeah that's it's like a twofold benefit
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of what you've just described of being
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transparent with the players and i think
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despite this tradition of a dm screen i
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think transparency is underrated to be
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honest there's always that kind of
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semi-adversarial
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dm screen
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ideology but i think there's there's a
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lot to be said about
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transparency and one way you can achieve
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that is by rolling in the open and the
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the other half the other boon i found is
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as i mentioned it's less it feels like a
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meta gaming less but of course all the
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all the dm does is metagame the metagame
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is their game in a certain way
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if you put it in a certain way but i
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have to yeah i i have to worry less like
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it's less responsibility without losing
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anything from the game
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it's it's less of
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i can control whether that character
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live or dies
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but it's no less fun because of it and
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that's not your burden anymore or it
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shouldn't be
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so that was that was one point and it's
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oddly become easier since moving online
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because of virtual tabletops
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you know it's it's there the numbers are
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on the screen everybody can see them
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indeed you know if i roll in the open in
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a big table with my six players i've you
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know lean in the middle or you know only
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a couple of them will see it's it's ever
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so slightly diluted but you can't get
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much more transparent than
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the gm rolled 1d20 the answer was 15.
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there you go guys
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true
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but that raises an interesting question
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00:09:22,399 --> 00:09:25,279
and
259
00:09:23,839 --> 00:09:28,000
we're going to talk about
260
00:09:25,279 --> 00:09:29,440
not fudging dice or the results of the
261
00:09:28,000 --> 00:09:30,560
numbers on the dice but obviously if you
262
00:09:29,440 --> 00:09:32,240
approach that from a different point of
263
00:09:30,560 --> 00:09:35,279
view and it's
264
00:09:32,240 --> 00:09:36,640
difficulty classes or dc's for a certain
265
00:09:35,279 --> 00:09:37,600
skill check
266
00:09:36,640 --> 00:09:40,399
so
267
00:09:37,600 --> 00:09:41,519
i'm a very improvisational
268
00:09:40,399 --> 00:09:42,720
dm
269
00:09:41,519 --> 00:09:44,480
that's a nice way of saying i kind of
270
00:09:42,720 --> 00:09:47,440
lead with my intuition i kind of make a
271
00:09:44,480 --> 00:09:50,000
judgment call at the time how hard or
272
00:09:47,440 --> 00:09:51,519
easy a particular task should be and
273
00:09:50,000 --> 00:09:52,880
this is going to sound contradictory to
274
00:09:51,519 --> 00:09:54,320
the
275
00:09:52,880 --> 00:09:55,519
how much i was just gushing over rolling
276
00:09:54,320 --> 00:09:57,680
in the open but obviously that's still
277
00:09:55,519 --> 00:10:00,000
very much internalized right there's the
278
00:09:57,680 --> 00:10:01,360
there isn't a public dc so do you also
279
00:10:00,000 --> 00:10:03,440
advocate having
280
00:10:01,360 --> 00:10:05,040
a public dc and saying like before the
281
00:10:03,440 --> 00:10:06,079
character rolls
282
00:10:05,040 --> 00:10:08,320
hey
283
00:10:06,079 --> 00:10:11,279
or before you roll for the character hey
284
00:10:08,320 --> 00:10:14,480
this dc is 15. it kind of depends on on
285
00:10:11,279 --> 00:10:15,920
the context i think but usually yes i i
286
00:10:14,480 --> 00:10:18,000
will say
287
00:10:15,920 --> 00:10:19,680
what the armor class is or what the
288
00:10:18,000 --> 00:10:21,760
difficulty class is beforehand because
289
00:10:19,680 --> 00:10:24,959
it helps the player imagine just just
290
00:10:21,760 --> 00:10:27,519
how difficult the task at hand is
291
00:10:24,959 --> 00:10:29,200
it adds to the tension now obviously i
292
00:10:27,519 --> 00:10:30,800
don't do this all the time
293
00:10:29,200 --> 00:10:33,040
for for special opponents who have
294
00:10:30,800 --> 00:10:35,279
special defenses or something i don't
295
00:10:33,040 --> 00:10:38,240
usually call out the ac
296
00:10:35,279 --> 00:10:39,360
very tricky skill checks or skill checks
297
00:10:38,240 --> 00:10:41,279
where
298
00:10:39,360 --> 00:10:44,000
the exact conditions are uncertain i
299
00:10:41,279 --> 00:10:46,480
also play koi about the dc but usually
300
00:10:44,000 --> 00:10:48,079
yes i will tell the players that's what
301
00:10:46,480 --> 00:10:50,160
you need to roll
302
00:10:48,079 --> 00:10:52,000
and they like it actually well of course
303
00:10:50,160 --> 00:10:54,079
that just that's anecdotal because i
304
00:10:52,000 --> 00:10:56,480
only have five players so it means
305
00:10:54,079 --> 00:10:57,920
nothing but at least at my table it's
306
00:10:56,480 --> 00:10:59,760
appreciated
307
00:10:57,920 --> 00:11:01,440
i think for most of those kind of
308
00:10:59,760 --> 00:11:02,959
non-critical and uncomplicated
309
00:11:01,440 --> 00:11:04,720
encounters
310
00:11:02,959 --> 00:11:06,160
nine times out of ten my players are
311
00:11:04,720 --> 00:11:07,920
paying attention to what hits and misses
312
00:11:06,160 --> 00:11:09,600
anyway it only takes like two rounds of
313
00:11:07,920 --> 00:11:12,399
combat and they've worked out what the
314
00:11:09,600 --> 00:11:14,880
ac is anyway you know and you know
315
00:11:12,399 --> 00:11:16,560
putting things like parry and shield
316
00:11:14,880 --> 00:11:18,720
aside it's
317
00:11:16,560 --> 00:11:20,399
pretty easy in a few you know maybe even
318
00:11:18,720 --> 00:11:22,160
one round depending on how the dice roll
319
00:11:20,399 --> 00:11:25,279
someone hits the 17 misses someone hits
320
00:11:22,160 --> 00:11:27,279
an 18 it hits done okay it worked out
321
00:11:25,279 --> 00:11:29,600
anyway there's also i've noticed a
322
00:11:27,279 --> 00:11:31,600
strange psychological aspect when the
323
00:11:29,600 --> 00:11:32,720
players don't know the dc at least my
324
00:11:31,600 --> 00:11:34,399
table
325
00:11:32,720 --> 00:11:37,760
they keep rolling the dice in the hand
326
00:11:34,399 --> 00:11:37,760
for a much longer time
327
00:11:37,839 --> 00:11:41,600
they hold the dice just try to weigh
328
00:11:40,079 --> 00:11:43,839
their options like
329
00:11:41,600 --> 00:11:46,640
what would the dc be they don't know but
330
00:11:43,839 --> 00:11:48,079
once you say it's ac 17 okay it takes
331
00:11:46,640 --> 00:11:51,360
two seconds to roll the dice very
332
00:11:48,079 --> 00:11:52,880
strange thing that is strange wow okay
333
00:11:51,360 --> 00:11:54,320
that's interesting i hadn't thought of
334
00:11:52,880 --> 00:11:56,720
that before
335
00:11:54,320 --> 00:11:58,160
i i play a ball game called gloomhaven
336
00:11:56,720 --> 00:12:00,639
that i've mentioned at least twice
337
00:11:58,160 --> 00:12:02,000
already on the podcast and
338
00:12:00,639 --> 00:12:03,760
it's kind of a cooperative dungeon
339
00:12:02,000 --> 00:12:05,760
crawler and
340
00:12:03,760 --> 00:12:07,200
the rules of that when you're playing
341
00:12:05,760 --> 00:12:09,200
together is
342
00:12:07,200 --> 00:12:10,399
no names and no numbers so it's
343
00:12:09,200 --> 00:12:11,600
everybody's playing with part the
344
00:12:10,399 --> 00:12:13,040
picture because
345
00:12:11,600 --> 00:12:14,639
nobody has all the information the
346
00:12:13,040 --> 00:12:16,079
players are playing classes and they
347
00:12:14,639 --> 00:12:18,240
have special cards that can do special
348
00:12:16,079 --> 00:12:20,079
things but i can't see what my tankier
349
00:12:18,240 --> 00:12:21,839
partner next to me has available to him
350
00:12:20,079 --> 00:12:23,920
so you're all kind of playing on half
351
00:12:21,839 --> 00:12:25,680
information which is where the fun comes
352
00:12:23,920 --> 00:12:27,360
from and the friction and the
353
00:12:25,680 --> 00:12:28,720
and the accidents the happy accidents
354
00:12:27,360 --> 00:12:30,480
and whatnot
355
00:12:28,720 --> 00:12:32,639
so what they say when they may say no
356
00:12:30,480 --> 00:12:34,639
names in their numbers is you can allude
357
00:12:32,639 --> 00:12:37,040
to your party what you're going to do i
358
00:12:34,639 --> 00:12:39,120
might go there and hit this guy but i
359
00:12:37,040 --> 00:12:41,200
can't tell you when i might do that or
360
00:12:39,120 --> 00:12:43,519
how much damage i'm gonna do
361
00:12:41,200 --> 00:12:45,279
which again builds into the oh well do i
362
00:12:43,519 --> 00:12:47,600
need to do more do i need to do less how
363
00:12:45,279 --> 00:12:50,320
much can i push it so yeah it's that
364
00:12:47,600 --> 00:12:53,120
it's that no names and no numbers so
365
00:12:50,320 --> 00:12:54,480
you have initiative in that game
366
00:12:53,120 --> 00:12:56,079
in a round
367
00:12:54,480 --> 00:12:57,920
that the four party members can go at a
368
00:12:56,079 --> 00:12:59,680
certain time broadly in the control of
369
00:12:57,920 --> 00:13:00,639
the players within some certain rule
370
00:12:59,680 --> 00:13:02,480
sets
371
00:13:00,639 --> 00:13:04,800
uh the initiative goes from zero to a
372
00:13:02,480 --> 00:13:05,839
hundred but what that what that breeds
373
00:13:04,800 --> 00:13:07,440
and it's a bit of a meme in the
374
00:13:05,839 --> 00:13:09,040
community is
375
00:13:07,440 --> 00:13:10,959
you've got like
376
00:13:09,040 --> 00:13:12,399
mid i'm going to go in the mid
377
00:13:10,959 --> 00:13:15,680
which means
378
00:13:12,399 --> 00:13:18,880
40 to 60 at some point like you you
379
00:13:15,680 --> 00:13:20,560
start inventing this language
380
00:13:18,880 --> 00:13:22,160
you start inventing this language and it
381
00:13:20,560 --> 00:13:25,120
gets to the you know a silly point of
382
00:13:22,160 --> 00:13:28,160
i'm going mid mid mid which is like
383
00:13:25,120 --> 00:13:30,800
which is like 49 to 51 right like oh i'm
384
00:13:28,160 --> 00:13:33,120
going mid late of early
385
00:13:30,800 --> 00:13:35,680
early is like zero to 25 so the middle
386
00:13:33,120 --> 00:13:36,880
of zero to 25 is what like
387
00:13:35,680 --> 00:13:38,000
12
388
00:13:36,880 --> 00:13:39,680
uh
389
00:13:38,000 --> 00:13:42,399
but you start inventing like four layers
390
00:13:39,680 --> 00:13:45,040
deep of this kind of like until it and
391
00:13:42,399 --> 00:13:46,839
there's even a meme picture of
392
00:13:45,040 --> 00:13:48,800
literally a hundred different
393
00:13:46,839 --> 00:13:51,040
phrases technically you're not saying
394
00:13:48,800 --> 00:13:53,560
any numbers but if you're going early
395
00:13:51,040 --> 00:13:55,120
early early early early that's five
396
00:13:53,560 --> 00:13:57,120
[Laughter]
397
00:13:55,120 --> 00:13:57,839
so like you you can kind of get around
398
00:13:57,120 --> 00:13:59,519
it
399
00:13:57,839 --> 00:14:00,560
in in that regard and what i'm getting
400
00:13:59,519 --> 00:14:03,760
at is
401
00:14:00,560 --> 00:14:04,720
when i'm rolling or judging dc's at the
402
00:14:03,760 --> 00:14:06,000
table
403
00:14:04,720 --> 00:14:08,320
i'm often
404
00:14:06,000 --> 00:14:10,240
employing a similar strategy of saying
405
00:14:08,320 --> 00:14:11,360
you can try but it will be very
406
00:14:10,240 --> 00:14:14,800
difficult
407
00:14:11,360 --> 00:14:17,600
wink as in it's dc3
408
00:14:14,800 --> 00:14:19,120
yeah it's basically the same strategy
409
00:14:17,600 --> 00:14:21,440
yeah and um
410
00:14:19,120 --> 00:14:23,440
it works well i believe there's nothing
411
00:14:21,440 --> 00:14:26,320
wrong with it if uh if you want to keep
412
00:14:23,440 --> 00:14:28,320
these hidden a bit and then save some
413
00:14:26,320 --> 00:14:30,000
some surprises for later
414
00:14:28,320 --> 00:14:31,519
but when you're just fighting bog
415
00:14:30,000 --> 00:14:33,440
standard goblins
416
00:14:31,519 --> 00:14:35,440
i see no trouble and saying look their
417
00:14:33,440 --> 00:14:36,399
sc-12 just beat him up and be done with
418
00:14:35,440 --> 00:14:38,880
it
419
00:14:36,399 --> 00:14:40,399
it saves time yep for sure which is you
420
00:14:38,880 --> 00:14:43,360
know combat is a bit notorious for
421
00:14:40,399 --> 00:14:45,199
taking long as it is anyway exactly but
422
00:14:43,360 --> 00:14:47,279
for special encounters as you mentioned
423
00:14:45,199 --> 00:14:49,199
yeah of course you you might want to
424
00:14:47,279 --> 00:14:50,959
preserve the mystery bit
425
00:14:49,199 --> 00:14:52,320
yeah build the tension but the surprise
426
00:14:50,959 --> 00:14:54,000
but the injury eagle they're not well as
427
00:14:52,320 --> 00:14:55,600
yeah for those bigger set piece
428
00:14:54,000 --> 00:14:57,519
encounters for sure
429
00:14:55,600 --> 00:14:59,199
but for things which are i was going to
430
00:14:57,519 --> 00:15:01,839
say less important but that's not right
431
00:14:59,199 --> 00:15:04,639
so out of combat account as i say the
432
00:15:01,839 --> 00:15:06,880
bard is trying to the classic example of
433
00:15:04,639 --> 00:15:08,560
trying to get a discount at a merchant
434
00:15:06,880 --> 00:15:10,839
it's five gold i'll give you three gold
435
00:15:08,560 --> 00:15:12,880
for it roll me
436
00:15:10,839 --> 00:15:15,440
persuasion you know that that is still
437
00:15:12,880 --> 00:15:16,959
very much in the dm's fiat of
438
00:15:15,440 --> 00:15:18,480
basically
439
00:15:16,959 --> 00:15:20,880
setting whatever they want which is a
440
00:15:18,480 --> 00:15:22,639
way of fudging the outcome right you're
441
00:15:20,880 --> 00:15:24,320
you're rendering the dice roll useless
442
00:15:22,639 --> 00:15:26,240
to a certain extent because the dm could
443
00:15:24,320 --> 00:15:28,320
say 25 i'm having a bad day and i hate
444
00:15:26,240 --> 00:15:30,240
this bard so i'm just going to say
445
00:15:28,320 --> 00:15:31,199
he's going to fail no matter what he
446
00:15:30,240 --> 00:15:33,360
rolls what are you what are your
447
00:15:31,199 --> 00:15:36,079
thoughts on that like the other side of
448
00:15:33,360 --> 00:15:37,759
fudging i suppose i think i i talked
449
00:15:36,079 --> 00:15:38,959
about that not necessarily the bard
450
00:15:37,759 --> 00:15:41,519
example but
451
00:15:38,959 --> 00:15:44,480
i mentioned somewhere that there are
452
00:15:41,519 --> 00:15:45,519
also pointless nice roles and that gems
453
00:15:44,480 --> 00:15:48,000
might be
454
00:15:45,519 --> 00:15:50,480
tempted to fudge those as well
455
00:15:48,000 --> 00:15:52,639
so what i had in mind for example are
456
00:15:50,480 --> 00:15:53,839
the barbarian wants to kick down the
457
00:15:52,639 --> 00:15:56,160
door
458
00:15:53,839 --> 00:15:58,720
has strength bars plus three
459
00:15:56,160 --> 00:15:59,680
rolls one loss again rather two rolls of
460
00:15:58,720 --> 00:16:02,000
five
461
00:15:59,680 --> 00:16:03,279
and before long the gm says okay you
462
00:16:02,000 --> 00:16:05,199
kick down the door
463
00:16:03,279 --> 00:16:06,079
but you can just save time and not roll
464
00:16:05,199 --> 00:16:08,720
at all
465
00:16:06,079 --> 00:16:09,519
uh that's also a form of the n fiat
466
00:16:08,720 --> 00:16:11,360
and
467
00:16:09,519 --> 00:16:12,240
i'm going off from the tangent here hold
468
00:16:11,360 --> 00:16:14,480
on
469
00:16:12,240 --> 00:16:16,959
uh what i wanted to say was there are
470
00:16:14,480 --> 00:16:19,360
two kinds of gm field in my opinion you
471
00:16:16,959 --> 00:16:22,639
have the enabling kind
472
00:16:19,360 --> 00:16:24,560
which supports player choice
473
00:16:22,639 --> 00:16:26,160
and you have the negating kind which
474
00:16:24,560 --> 00:16:29,040
which blocks it
475
00:16:26,160 --> 00:16:30,800
now in the case of the bard's example uh
476
00:16:29,040 --> 00:16:32,880
if you set the dc
477
00:16:30,800 --> 00:16:35,199
extremely high of course
478
00:16:32,880 --> 00:16:37,040
then you might as well tell him well no
479
00:16:35,199 --> 00:16:38,800
this is not going to happen and save
480
00:16:37,040 --> 00:16:41,920
yourself the time of the roll
481
00:16:38,800 --> 00:16:44,560
that's a negating gm fiat
482
00:16:41,920 --> 00:16:48,160
but you could realistically of course
483
00:16:44,560 --> 00:16:50,639
set the dc at anything you like
484
00:16:48,160 --> 00:16:53,279
and that would be an enabling gm theater
485
00:16:50,639 --> 00:16:56,160
but then it would enable more if you
486
00:16:53,279 --> 00:16:57,839
told it to the player before rolling so
487
00:16:56,160 --> 00:17:00,079
like you could tell them okay this is
488
00:16:57,839 --> 00:17:02,320
going to be a dc25 so it's going to be
489
00:17:00,079 --> 00:17:03,759
difficult do you want to try or do you
490
00:17:02,320 --> 00:17:05,199
want to
491
00:17:03,759 --> 00:17:07,360
improve your chances by doing something
492
00:17:05,199 --> 00:17:11,120
else
493
00:17:07,360 --> 00:17:12,799
do you want to bribe him do you want to
494
00:17:11,120 --> 00:17:14,079
threaten him whatever do you want to
495
00:17:12,799 --> 00:17:15,760
improve your choice somehow and that's
496
00:17:14,079 --> 00:17:17,120
an enabling choice
497
00:17:15,760 --> 00:17:19,520
or an enabling choice the player can
498
00:17:17,120 --> 00:17:20,799
make um that's reminding me of something
499
00:17:19,520 --> 00:17:22,240
you said earlier on that i wanted to
500
00:17:20,799 --> 00:17:23,280
talk about is that
501
00:17:22,240 --> 00:17:25,919
it
502
00:17:23,280 --> 00:17:27,760
helps communicate the difficulty to the
503
00:17:25,919 --> 00:17:29,200
player so of course i could i could wax
504
00:17:27,760 --> 00:17:30,559
lyrical to the player oh it's very
505
00:17:29,200 --> 00:17:32,960
difficult but
506
00:17:30,559 --> 00:17:34,880
that obviously means that can mean
507
00:17:32,960 --> 00:17:36,320
basically nothing to the player but then
508
00:17:34,880 --> 00:17:38,640
once you've once you've set the number
509
00:17:36,320 --> 00:17:40,160
it's really told them this no okay hang
510
00:17:38,640 --> 00:17:42,320
on this is actually pretty difficult
511
00:17:40,160 --> 00:17:44,400
like i understand now what the gm is
512
00:17:42,320 --> 00:17:46,799
trying to communicate to me exactly and
513
00:17:44,400 --> 00:17:49,120
it really helps build that that shared
514
00:17:46,799 --> 00:17:50,000
image of the scene uh for all players
515
00:17:49,120 --> 00:17:51,360
present
516
00:17:50,000 --> 00:17:52,880
man that's
517
00:17:51,360 --> 00:17:55,600
such a profound
518
00:17:52,880 --> 00:17:57,039
boon and we start this conversation with
519
00:17:55,600 --> 00:17:58,559
oh well i've rolled behind the screen it
520
00:17:57,039 --> 00:18:00,640
was a six i'll just say it's 12. but
521
00:17:58,559 --> 00:18:02,880
it's those it's those kind of things
522
00:18:00,640 --> 00:18:05,120
that are just so easily overlooked the
523
00:18:02,880 --> 00:18:07,600
bigger impact that they can have or the
524
00:18:05,120 --> 00:18:08,880
bigger bonuses you can get by by not
525
00:18:07,600 --> 00:18:11,120
doing them
526
00:18:08,880 --> 00:18:14,240
the other thing i wanted to mention is
527
00:18:11,120 --> 00:18:15,679
there's a pretty fundamental rule i i'm
528
00:18:14,240 --> 00:18:17,679
pretty sure it's a rule and official
529
00:18:15,679 --> 00:18:18,799
rule but also it's an absolutely rule of
530
00:18:17,679 --> 00:18:21,120
thumb it's that you should never get the
531
00:18:18,799 --> 00:18:23,679
players to roll for
532
00:18:21,120 --> 00:18:24,640
something trivial or impossible
533
00:18:23,679 --> 00:18:26,559
and that
534
00:18:24,640 --> 00:18:27,919
in its own is obvious
535
00:18:26,559 --> 00:18:29,280
but we've just described a couple of
536
00:18:27,919 --> 00:18:30,320
examples there just off the top of our
537
00:18:29,280 --> 00:18:31,840
heads
538
00:18:30,320 --> 00:18:33,679
where people you know gm's will still
539
00:18:31,840 --> 00:18:36,480
get characters to roll even though it is
540
00:18:33,679 --> 00:18:37,840
effectively impossible
541
00:18:36,480 --> 00:18:40,400
so like if that merchant was
542
00:18:37,840 --> 00:18:43,440
particularly stingy and the chances slim
543
00:18:40,400 --> 00:18:45,360
to none then you wouldn't have them real
544
00:18:43,440 --> 00:18:46,720
persuasion because it's just as you said
545
00:18:45,360 --> 00:18:48,559
wastes time
546
00:18:46,720 --> 00:18:49,760
but that brings me to an another
547
00:18:48,559 --> 00:18:51,600
interesting point and it is one you
548
00:18:49,760 --> 00:18:53,280
tweeted about and it's that single point
549
00:18:51,600 --> 00:18:54,640
of failure and this is one of the points
550
00:18:53,280 --> 00:18:57,520
that we actually did
551
00:18:54,640 --> 00:19:00,960
agree on and it is a big
552
00:18:57,520 --> 00:19:03,280
bug bearer of mine because
553
00:19:00,960 --> 00:19:04,799
it's just so obvious
554
00:19:03,280 --> 00:19:07,679
maybe maybe that's just the benefit of
555
00:19:04,799 --> 00:19:09,280
being a dm i'm not sure but having a a
556
00:19:07,679 --> 00:19:11,760
role for a single point of failure is
557
00:19:09,280 --> 00:19:12,720
just so immediately obvious to me that
558
00:19:11,760 --> 00:19:15,280
it's it
559
00:19:12,720 --> 00:19:17,919
the reason it bugs me
560
00:19:15,280 --> 00:19:19,440
rant mode engaged the reason it bugs me
561
00:19:17,919 --> 00:19:22,000
is because
562
00:19:19,440 --> 00:19:22,880
it doesn't value my time right
563
00:19:22,000 --> 00:19:25,200
if
564
00:19:22,880 --> 00:19:27,280
there's a single point of failure so for
565
00:19:25,200 --> 00:19:28,080
for those listening what we mean by that
566
00:19:27,280 --> 00:19:30,320
is
567
00:19:28,080 --> 00:19:33,360
the dm has painted themselves into a
568
00:19:30,320 --> 00:19:35,520
corner or set up some kind of encounter
569
00:19:33,360 --> 00:19:39,039
where it all comes down to a single dice
570
00:19:35,520 --> 00:19:41,120
roll to move the story forward so
571
00:19:39,039 --> 00:19:44,080
they need the players to see or to
572
00:19:41,120 --> 00:19:45,520
notice a clue like a really critical
573
00:19:44,080 --> 00:19:48,000
clue it's all come down to this one
574
00:19:45,520 --> 00:19:49,760
single clue they're investigating a room
575
00:19:48,000 --> 00:19:50,840
they're searching for it
576
00:19:49,760 --> 00:19:53,039
okay romeo
577
00:19:50,840 --> 00:19:54,880
investigation uh-oh
578
00:19:53,039 --> 00:19:56,480
the player has rolled a one
579
00:19:54,880 --> 00:19:58,240
and that that's what we mean by single
580
00:19:56,480 --> 00:20:00,080
point of failure right it's it's they
581
00:19:58,240 --> 00:20:02,000
can't the players are now stuck
582
00:20:00,080 --> 00:20:03,520
essentially so what does the dm do in
583
00:20:02,000 --> 00:20:05,200
that situation
584
00:20:03,520 --> 00:20:07,039
and the reason it bugs me is because as
585
00:20:05,200 --> 00:20:09,039
a player maybe i'm not even i don't even
586
00:20:07,039 --> 00:20:10,799
have to be the one rolling the dice but
587
00:20:09,039 --> 00:20:13,840
what happens in that situation usually
588
00:20:10,799 --> 00:20:15,039
is the dm has to scrabble around
589
00:20:13,840 --> 00:20:18,159
to say
590
00:20:15,039 --> 00:20:18,960
uh but maybe you have advantage because
591
00:20:18,159 --> 00:20:20,080
you've
592
00:20:18,960 --> 00:20:21,600
er
593
00:20:20,080 --> 00:20:24,000
you feel good about yourself today
594
00:20:21,600 --> 00:20:25,440
because it's friday roll again yeah and
595
00:20:24,000 --> 00:20:27,039
then that's
596
00:20:25,440 --> 00:20:29,679
that's the life ring they've thrown
597
00:20:27,039 --> 00:20:31,120
themselves which immediately at that
598
00:20:29,679 --> 00:20:33,360
point you could already tell that okay
599
00:20:31,120 --> 00:20:35,520
something's not quite right here
600
00:20:33,360 --> 00:20:37,919
shock horror they roll a two
601
00:20:35,520 --> 00:20:39,360
well okay well they're still screwed oh
602
00:20:37,919 --> 00:20:41,120
maybe uh
603
00:20:39,360 --> 00:20:43,440
john you roll as well because you're
604
00:20:41,120 --> 00:20:45,039
also kind of looking around
605
00:20:43,440 --> 00:20:46,159
yeah you're there as well you take the
606
00:20:45,039 --> 00:20:48,000
role yeah
607
00:20:46,159 --> 00:20:49,520
yeah and it doesn't value my time
608
00:20:48,000 --> 00:20:51,039
because at that point i know what the
609
00:20:49,520 --> 00:20:53,120
outcome is i know that we're going to
610
00:20:51,039 --> 00:20:55,679
find this thing so why are we still
611
00:20:53,120 --> 00:20:57,760
faffing around with roles
612
00:20:55,679 --> 00:20:59,760
well exactly and there's two ways to
613
00:20:57,760 --> 00:21:02,720
handle that the first is consider it a
614
00:20:59,760 --> 00:21:05,120
pointless role and you don't roll at all
615
00:21:02,720 --> 00:21:06,400
which is probably the fastest way
616
00:21:05,120 --> 00:21:08,640
but
617
00:21:06,400 --> 00:21:11,440
there's another way and that's actually
618
00:21:08,640 --> 00:21:13,840
a great trick i learned from
619
00:21:11,440 --> 00:21:16,640
the alexandrian which is a blog i assume
620
00:21:13,840 --> 00:21:18,960
you're familiar with um no please fill
621
00:21:16,640 --> 00:21:20,799
me in and my listeners well uh it's
622
00:21:18,960 --> 00:21:23,840
called the alexandrian it's run by
623
00:21:20,799 --> 00:21:26,000
justin alexander and he has been writing
624
00:21:23,840 --> 00:21:26,880
very very insightful articles
625
00:21:26,000 --> 00:21:28,840
since
626
00:21:26,880 --> 00:21:31,039
i'm not even sure i
627
00:21:28,840 --> 00:21:32,720
think i don't even dare say but we've
628
00:21:31,039 --> 00:21:35,280
been running a very long time
629
00:21:32,720 --> 00:21:36,720
yeah i think he started with 3.5
630
00:21:35,280 --> 00:21:39,200
dungeons and dragons
631
00:21:36,720 --> 00:21:41,440
uh anyway very insightful articles uh
632
00:21:39,200 --> 00:21:44,640
where he discusses common
633
00:21:41,440 --> 00:21:46,960
gmming errors common design errors and
634
00:21:44,640 --> 00:21:49,120
actually it's it's his blog which which
635
00:21:46,960 --> 00:21:50,480
inspired me to write this uh thread
636
00:21:49,120 --> 00:21:51,200
about fudging
637
00:21:50,480 --> 00:21:54,240
and
638
00:21:51,200 --> 00:21:56,960
what he mentions there is among other
639
00:21:54,240 --> 00:21:58,799
things the three clue rule that's wrong
640
00:21:56,960 --> 00:22:00,799
you should definitely search for that
641
00:21:58,799 --> 00:22:02,080
that is a that's the thing i've heard of
642
00:22:00,799 --> 00:22:03,919
i think you've mentioned before in the
643
00:22:02,080 --> 00:22:07,600
podcast that i've put into the link i
644
00:22:03,919 --> 00:22:10,000
think yeah in the the thread i mean yeah
645
00:22:07,600 --> 00:22:12,559
and basically uh basically what you do
646
00:22:10,000 --> 00:22:14,000
is if the adventure
647
00:22:12,559 --> 00:22:15,919
or the mystery scenario because it's
648
00:22:14,000 --> 00:22:18,799
about mystery scenarios
649
00:22:15,919 --> 00:22:20,240
if the mystery requires a certain
650
00:22:18,799 --> 00:22:22,799
realization
651
00:22:20,240 --> 00:22:26,159
to be solved then that realization
652
00:22:22,799 --> 00:22:28,799
should be spread around in the scenario
653
00:22:26,159 --> 00:22:32,159
among at least three clues so if the
654
00:22:28,799 --> 00:22:33,440
players miss the first misinterpret the
655
00:22:32,159 --> 00:22:35,120
second
656
00:22:33,440 --> 00:22:37,760
then they'll probably
657
00:22:35,120 --> 00:22:39,840
be able to advance when they find and
658
00:22:37,760 --> 00:22:42,400
rightly interpret the third and that's a
659
00:22:39,840 --> 00:22:43,760
robust scenario design so then you can
660
00:22:42,400 --> 00:22:45,919
have players
661
00:22:43,760 --> 00:22:48,960
failing their roles or simply making the
662
00:22:45,919 --> 00:22:50,159
wrong choices and missing certain clues
663
00:22:48,960 --> 00:22:52,640
but they still have a chance of
664
00:22:50,159 --> 00:22:55,120
completing scenario
665
00:22:52,640 --> 00:22:56,799
yeah that is something i've it you know
666
00:22:55,120 --> 00:22:57,760
it might even be on that blog post it
667
00:22:56,799 --> 00:23:00,559
was just
668
00:22:57,760 --> 00:23:03,360
months ago and i never
669
00:23:00,559 --> 00:23:04,640
never put two and two together but um
670
00:23:03,360 --> 00:23:07,120
yeah that is something i've read that
671
00:23:04,640 --> 00:23:10,159
and obviously would absolutely
672
00:23:07,120 --> 00:23:11,600
support and i think it was an example of
673
00:23:10,159 --> 00:23:13,600
the example i saw maybe this is one i
674
00:23:11,600 --> 00:23:15,600
ever made up but it was around um
675
00:23:13,600 --> 00:23:16,880
the players are investigating a murder
676
00:23:15,600 --> 00:23:18,559
or something so they go to the crime
677
00:23:16,880 --> 00:23:20,320
scene and they're trying to find out you
678
00:23:18,559 --> 00:23:23,039
know do a sherlock holmes essentially
679
00:23:20,320 --> 00:23:25,520
and find out what what the deal is and
680
00:23:23,039 --> 00:23:27,840
perhaps the murderer is the
681
00:23:25,520 --> 00:23:28,640
the baker's apprentice
682
00:23:27,840 --> 00:23:31,200
so
683
00:23:28,640 --> 00:23:33,760
an example of the three clues was maybe
684
00:23:31,200 --> 00:23:37,039
they find some flour
685
00:23:33,760 --> 00:23:38,480
around that's fallen off of his is apron
686
00:23:37,039 --> 00:23:39,840
and you know they they might not
687
00:23:38,480 --> 00:23:41,679
immediately say
688
00:23:39,840 --> 00:23:43,120
flower equals baker equals baker's
689
00:23:41,679 --> 00:23:44,960
apprentice but there's that that's a
690
00:23:43,120 --> 00:23:46,159
clue and of itself to stop tugging at
691
00:23:44,960 --> 00:23:47,360
that thread
692
00:23:46,159 --> 00:23:49,600
another clue is perhaps there's a
693
00:23:47,360 --> 00:23:51,200
delivery note because he used you know
694
00:23:49,600 --> 00:23:52,880
oh i'm making a delivery here's my
695
00:23:51,200 --> 00:23:55,279
delivery note that's been left on the
696
00:23:52,880 --> 00:23:56,400
floor that yeah gives the address of
697
00:23:55,279 --> 00:23:58,559
the bakers
698
00:23:56,400 --> 00:24:00,080
oh suddenly i'm starting to put
699
00:23:58,559 --> 00:24:02,080
two and two together and i'm getting a
700
00:24:00,080 --> 00:24:04,640
number here and then the third is maybe
701
00:24:02,080 --> 00:24:07,200
you know a basin at a basket of fresh
702
00:24:04,640 --> 00:24:08,799
loaves that he was hiding the sword in
703
00:24:07,200 --> 00:24:10,559
the deal the dagger in that he used to
704
00:24:08,799 --> 00:24:12,720
commit the murder yeah that's a good
705
00:24:10,559 --> 00:24:14,320
example hey thank you i kind of half
706
00:24:12,720 --> 00:24:17,440
half remembered half made that up on the
707
00:24:14,320 --> 00:24:19,360
spot so thank you that's not bad
708
00:24:17,440 --> 00:24:21,520
i mean definitely so i got that credit i
709
00:24:19,360 --> 00:24:23,200
got credit somebody from in the past and
710
00:24:21,520 --> 00:24:24,799
but it is it's it's probably
711
00:24:23,200 --> 00:24:26,960
misremembered poorly on my part but
712
00:24:24,799 --> 00:24:28,320
thank you nonetheless but um i think the
713
00:24:26,960 --> 00:24:30,640
point is is that like
714
00:24:28,320 --> 00:24:32,240
even one of those is still good like
715
00:24:30,640 --> 00:24:34,159
with the right team and you know
716
00:24:32,240 --> 00:24:35,760
insightful players which i imagine you'd
717
00:24:34,159 --> 00:24:38,000
have in that kind of setting
718
00:24:35,760 --> 00:24:39,520
even one of those is enough to get them
719
00:24:38,000 --> 00:24:41,919
on the right track but all three
720
00:24:39,520 --> 00:24:44,159
together and a they feel chuffed that
721
00:24:41,919 --> 00:24:46,559
hey we've or our characters have managed
722
00:24:44,159 --> 00:24:48,320
to find three clues that's really good
723
00:24:46,559 --> 00:24:49,840
which just improves yeah increases that
724
00:24:48,320 --> 00:24:51,919
confidence level and well it's
725
00:24:49,840 --> 00:24:53,440
definitely the baker's then let's go
726
00:24:51,919 --> 00:24:55,840
exactly and they get this sense of
727
00:24:53,440 --> 00:24:56,799
reward because if you just use your gm
728
00:24:55,840 --> 00:24:58,400
fiat
729
00:24:56,799 --> 00:25:00,480
to say yeah you found the clue you found
730
00:24:58,400 --> 00:25:02,559
the bloody glove you can go ahead the
731
00:25:00,480 --> 00:25:04,400
scenario continues and as it's it's
732
00:25:02,559 --> 00:25:05,760
decent design i i won't know good that
733
00:25:04,400 --> 00:25:07,679
argued that
734
00:25:05,760 --> 00:25:09,120
but uh it's not as rewarding as as the
735
00:25:07,679 --> 00:25:12,240
players finding
736
00:25:09,120 --> 00:25:15,039
one two or three clues by themselves
737
00:25:12,240 --> 00:25:17,039
yeah it's a good point actually yeah for
738
00:25:15,039 --> 00:25:20,480
expedience or you know if you're
739
00:25:17,039 --> 00:25:22,559
improvising hard then i would not
740
00:25:20,480 --> 00:25:24,720
you know criticize anybody for doing a
741
00:25:22,559 --> 00:25:26,320
you found like you found the clue
742
00:25:24,720 --> 00:25:27,919
without rolling because
743
00:25:26,320 --> 00:25:29,120
in those dies that you i know as a dm
744
00:25:27,919 --> 00:25:32,000
like in those dire situations you're
745
00:25:29,120 --> 00:25:33,760
willing to throw anything at the wall
746
00:25:32,000 --> 00:25:35,720
just to make it look like you know keep
747
00:25:33,760 --> 00:25:38,400
those plates spinning but obviously in a
748
00:25:35,720 --> 00:25:39,760
pre-planned thing yeah absolutely you
749
00:25:38,400 --> 00:25:41,279
roll it through but
750
00:25:39,760 --> 00:25:43,279
what i guess is a follow-up to that
751
00:25:41,279 --> 00:25:45,440
would be you would might want to vary
752
00:25:43,279 --> 00:25:48,159
the difficulty on those so maybe that
753
00:25:45,440 --> 00:25:50,720
the likelihood of finding one is
754
00:25:48,159 --> 00:25:52,640
quite high you know a scaling difficulty
755
00:25:50,720 --> 00:25:54,960
the middle one is maybe 50 50 and the
756
00:25:52,640 --> 00:25:57,200
third clue is maybe you know 25 chance
757
00:25:54,960 --> 00:25:59,600
of finding it just to um
758
00:25:57,200 --> 00:26:01,120
obviously increase the likelihood of
759
00:25:59,600 --> 00:26:03,120
something happening but it's all set up
760
00:26:01,120 --> 00:26:07,440
ahead of time you roll on the open
761
00:26:03,120 --> 00:26:08,799
transparency reward plus plus right yeah
762
00:26:07,440 --> 00:26:10,720
so
763
00:26:08,799 --> 00:26:12,080
yeah i mean i could rent about a single
764
00:26:10,720 --> 00:26:14,000
point of failure all day because it's
765
00:26:12,080 --> 00:26:15,840
just i just have to like
766
00:26:14,000 --> 00:26:17,520
cringe whenever i'm everyone's
767
00:26:15,840 --> 00:26:19,520
experienced a single point of failure
768
00:26:17,520 --> 00:26:20,480
yeah everyone's had that
769
00:26:19,520 --> 00:26:21,600
yeah
770
00:26:20,480 --> 00:26:23,440
and another another thing i wanted to
771
00:26:21,600 --> 00:26:26,000
mention earlier on about how i started
772
00:26:23,440 --> 00:26:28,559
rolling in the open is
773
00:26:26,000 --> 00:26:31,039
something that i didn't necessarily
774
00:26:28,559 --> 00:26:33,760
well not didn't necessarily i absolutely
775
00:26:31,039 --> 00:26:36,880
didn't think about until it hit me
776
00:26:33,760 --> 00:26:39,600
was there are items in the ind5e
777
00:26:36,880 --> 00:26:42,240
that have random elements to them that
778
00:26:39,600 --> 00:26:45,279
aren't even necessarily dice tables so
779
00:26:42,240 --> 00:26:49,279
there are things like a helmet of
780
00:26:45,279 --> 00:26:50,840
brilliance and necklace of prayer beads
781
00:26:49,279 --> 00:26:53,200
which have
782
00:26:50,840 --> 00:26:54,480
1d6 gems in them
783
00:26:53,200 --> 00:26:56,799
and
784
00:26:54,480 --> 00:26:59,200
i planned on giving
785
00:26:56,799 --> 00:27:00,080
both of those items to my players
786
00:26:59,200 --> 00:27:02,799
and
787
00:27:00,080 --> 00:27:04,000
immediately i went to my gm friend
788
00:27:02,799 --> 00:27:06,480
confidant
789
00:27:04,000 --> 00:27:08,480
and said and this is a crutch this is
790
00:27:06,480 --> 00:27:10,640
this is you know this is a failure and
791
00:27:08,480 --> 00:27:13,120
my point that i didn't just roll but i
792
00:27:10,640 --> 00:27:14,799
said him oh god what if what if they get
793
00:27:13,120 --> 00:27:17,760
all six gems and what if it's just one
794
00:27:14,799 --> 00:27:19,200
gem and oh no and i was absolutely
795
00:27:17,760 --> 00:27:21,279
falling foul of what we were discussing
796
00:27:19,200 --> 00:27:23,520
earlier on like i was meta gaming and
797
00:27:21,279 --> 00:27:25,760
making more work for myself when i
798
00:27:23,520 --> 00:27:28,159
didn't really need to so in the end
799
00:27:25,760 --> 00:27:30,000
i just got my dice tower got my phone
800
00:27:28,159 --> 00:27:32,080
and recorded the dice rolling so i sent
801
00:27:30,000 --> 00:27:33,760
it to the player and said look there's
802
00:27:32,080 --> 00:27:35,600
oh yeah you know i rolled for the number
803
00:27:33,760 --> 00:27:37,279
of gems and then you roll then there is
804
00:27:35,600 --> 00:27:39,120
a dice table for
805
00:27:37,279 --> 00:27:40,960
what the gems correspond to what spells
806
00:27:39,120 --> 00:27:43,120
they have so ended up running like five
807
00:27:40,960 --> 00:27:45,440
d20s at once recorded it on whatsapp
808
00:27:43,120 --> 00:27:46,720
sent in the video and said they go 17 14
809
00:27:45,440 --> 00:27:48,799
seven and six
810
00:27:46,720 --> 00:27:50,320
that means you've got this spell this
811
00:27:48,799 --> 00:27:51,520
they'll build a spot on this spell and
812
00:27:50,320 --> 00:27:53,279
then it was actually quite a good
813
00:27:51,520 --> 00:27:54,480
discussion with him then because hey
814
00:27:53,279 --> 00:27:56,720
you've actually been pretty lucky this
815
00:27:54,480 --> 00:27:58,320
is cool like i'm happy for you because
816
00:27:56,720 --> 00:28:00,720
you've got a couple decent decent spells
817
00:27:58,320 --> 00:28:02,320
here yeah yeah exactly exactly yeah
818
00:28:00,720 --> 00:28:04,000
precisely so that was that was i was
819
00:28:02,320 --> 00:28:05,440
quite happy i was like hey the law of
820
00:28:04,000 --> 00:28:07,039
averages means
821
00:28:05,440 --> 00:28:09,279
you know inevitably it was going to be
822
00:28:07,039 --> 00:28:11,039
pretty middle of the road anyway
823
00:28:09,279 --> 00:28:12,880
and i needn't have feared
824
00:28:11,039 --> 00:28:14,080
the worst case scenario of what if he
825
00:28:12,880 --> 00:28:16,159
gets a million
826
00:28:14,080 --> 00:28:17,120
wishes which is impossible but it's you
827
00:28:16,159 --> 00:28:18,559
know
828
00:28:17,120 --> 00:28:19,760
it's that level of
829
00:28:18,559 --> 00:28:21,360
of fear
830
00:28:19,760 --> 00:28:22,480
um which you know didn't happen and that
831
00:28:21,360 --> 00:28:25,440
was a big
832
00:28:22,480 --> 00:28:26,399
that was a big step for me to be like
833
00:28:25,440 --> 00:28:27,919
because
834
00:28:26,399 --> 00:28:31,039
you know it's taken out of my control to
835
00:28:27,919 --> 00:28:33,520
a certain extent and i am quite
836
00:28:31,039 --> 00:28:36,000
particular with my story shall we say
837
00:28:33,520 --> 00:28:39,039
yeah i understand that's that's normal i
838
00:28:36,000 --> 00:28:41,520
think um i've had to learn abandoning
839
00:28:39,039 --> 00:28:44,480
that sense of control as well
840
00:28:41,520 --> 00:28:46,000
i wonder where that comes from then i
841
00:28:44,480 --> 00:28:48,159
think the fact that
842
00:28:46,000 --> 00:28:49,760
you and i have had it and talk about it
843
00:28:48,159 --> 00:28:51,520
and there's articles about it and you
844
00:28:49,760 --> 00:28:52,799
know you're tweeting
845
00:28:51,520 --> 00:28:54,799
all about it
846
00:28:52,799 --> 00:28:56,480
that essentially it's that abandonment
847
00:28:54,799 --> 00:28:58,240
of control
848
00:28:56,480 --> 00:29:00,640
from from the gm's perspective where
849
00:28:58,240 --> 00:29:03,440
does that where is that born from that
850
00:29:00,640 --> 00:29:05,440
preciousness of control i'm now thinking
851
00:29:03,440 --> 00:29:06,559
out loud here but
852
00:29:05,440 --> 00:29:10,240
that's
853
00:29:06,559 --> 00:29:13,039
i i think it's it's because um
854
00:29:10,240 --> 00:29:16,720
well everything uh all the commercial
855
00:29:13,039 --> 00:29:19,360
modules are about telling a story
856
00:29:16,720 --> 00:29:21,679
and if you want to play that module
857
00:29:19,360 --> 00:29:23,520
you need to follow the story and
858
00:29:21,679 --> 00:29:25,440
usually they're pretty much
859
00:29:23,520 --> 00:29:27,840
a big railroad
860
00:29:25,440 --> 00:29:30,320
uh curse of straw is a notable exception
861
00:29:27,840 --> 00:29:33,279
and i believe uh tomb of violation as
862
00:29:30,320 --> 00:29:36,000
well i'm not really sure
863
00:29:33,279 --> 00:29:37,760
but many many modules especially uh the
864
00:29:36,000 --> 00:29:38,880
pathfinder first edition
865
00:29:37,760 --> 00:29:40,720
the many
866
00:29:38,880 --> 00:29:44,240
modules they made for that
867
00:29:40,720 --> 00:29:46,480
we usually railroads starting in the inn
868
00:29:44,240 --> 00:29:48,640
and you go to the goblins lair and from
869
00:29:46,480 --> 00:29:49,840
there on you go to the wizards tower and
870
00:29:48,640 --> 00:29:50,640
so on
871
00:29:49,840 --> 00:29:53,360
and
872
00:29:50,640 --> 00:29:55,360
you need to retain control
873
00:29:53,360 --> 00:29:58,399
all the players go off track
874
00:29:55,360 --> 00:30:00,880
but that's not necessarily a problem as
875
00:29:58,399 --> 00:30:03,039
far as i'm concerned i've had to learn
876
00:30:00,880 --> 00:30:05,039
letting go of that idea and when the
877
00:30:03,039 --> 00:30:06,720
players went off track just say okay you
878
00:30:05,039 --> 00:30:08,720
abandon the railroad
879
00:30:06,720 --> 00:30:10,559
and uh we'll
880
00:30:08,720 --> 00:30:12,720
we'll use a different module or we'll
881
00:30:10,559 --> 00:30:14,640
use some homebrew content to flesh out
882
00:30:12,720 --> 00:30:18,799
where you're going next
883
00:30:14,640 --> 00:30:22,640
and that's actually it makes for a more
884
00:30:18,799 --> 00:30:24,159
realistic isn't the right word um
885
00:30:22,640 --> 00:30:27,600
it's more fun that's something i can
886
00:30:24,159 --> 00:30:28,960
definitely say i found it more fun
887
00:30:27,600 --> 00:30:30,960
uh so
888
00:30:28,960 --> 00:30:33,679
one thing you mentioned in your
889
00:30:30,960 --> 00:30:36,080
in your talk on fudging dice is your
890
00:30:33,679 --> 00:30:37,440
tools not rules policy so i was
891
00:30:36,080 --> 00:30:39,279
wondering if you could uh tell us a
892
00:30:37,440 --> 00:30:42,159
little bit more about that
893
00:30:39,279 --> 00:30:45,440
yeah tools are rules means
894
00:30:42,159 --> 00:30:47,120
basically all these gm or dm techniques
895
00:30:45,440 --> 00:30:50,480
you read about online because there are
896
00:30:47,120 --> 00:30:52,640
many many techniques floating about
897
00:30:50,480 --> 00:30:54,559
none of them in themselves
898
00:30:52,640 --> 00:30:57,440
help you be a better dm
899
00:30:54,559 --> 00:30:58,880
they're just things you should consider
900
00:30:57,440 --> 00:31:01,200
at least
901
00:30:58,880 --> 00:31:04,000
and then learn to adapt into your own
902
00:31:01,200 --> 00:31:06,000
games because even the information i put
903
00:31:04,000 --> 00:31:07,519
in my threads like uh always rolling the
904
00:31:06,000 --> 00:31:10,080
open or rolling the open as much as
905
00:31:07,519 --> 00:31:11,519
possible that might not work in your own
906
00:31:10,080 --> 00:31:13,360
campaign
907
00:31:11,519 --> 00:31:15,679
so what you want to do is you want to
908
00:31:13,360 --> 00:31:16,799
take that advice
909
00:31:15,679 --> 00:31:18,480
use it
910
00:31:16,799 --> 00:31:20,480
a little at first perhaps some more
911
00:31:18,480 --> 00:31:23,279
later see what works
912
00:31:20,480 --> 00:31:25,279
and in the end the goal is is just to to
913
00:31:23,279 --> 00:31:27,600
have more fun at the table that's it
914
00:31:25,279 --> 00:31:29,679
that that's all there is to it
915
00:31:27,600 --> 00:31:31,679
yeah i very much see
916
00:31:29,679 --> 00:31:33,600
myself as a gm as having a talk here i
917
00:31:31,679 --> 00:31:36,080
think i mentioned it earlier on like a
918
00:31:33,600 --> 00:31:37,679
tool belt that as i'm playing i can pull
919
00:31:36,080 --> 00:31:39,760
out a tool and
920
00:31:37,679 --> 00:31:41,039
apply it in some way or even you know
921
00:31:39,760 --> 00:31:42,480
not even during the game just in
922
00:31:41,039 --> 00:31:43,919
campaign prep and
923
00:31:42,480 --> 00:31:45,760
story you know world building and stuff
924
00:31:43,919 --> 00:31:47,360
you can oh let me think about it in that
925
00:31:45,760 --> 00:31:49,440
way and let me think about what three
926
00:31:47,360 --> 00:31:51,360
clues to put here maybe it needs five or
927
00:31:49,440 --> 00:31:52,399
maybe it doesn't need any and you know
928
00:31:51,360 --> 00:31:54,320
that
929
00:31:52,399 --> 00:31:56,320
thought process there of
930
00:31:54,320 --> 00:31:58,640
what is
931
00:31:56,320 --> 00:32:00,640
good for this particular context is
932
00:31:58,640 --> 00:32:02,799
everything right yes exactly that's what
933
00:32:00,640 --> 00:32:05,010
i was going to say context is everything
934
00:32:02,799 --> 00:32:08,339
really
935
00:32:05,010 --> 00:32:08,339
[Music]
936
00:32:12,060 --> 00:32:16,320
[Music]
937
00:32:13,679 --> 00:32:17,519
uh one thing you mentioned
938
00:32:16,320 --> 00:32:19,840
uh we talked about earlier and you
939
00:32:17,519 --> 00:32:21,840
mentioned in your threads was
940
00:32:19,840 --> 00:32:23,440
dice tables some random tables and i
941
00:32:21,840 --> 00:32:26,640
know i know some of the magical items i
942
00:32:23,440 --> 00:32:29,279
mentioned do but the more primary
943
00:32:26,640 --> 00:32:30,159
way of dice tables is either encounters
944
00:32:29,279 --> 00:32:32,960
or
945
00:32:30,159 --> 00:32:34,399
treasure or i feel like a missing one
946
00:32:32,960 --> 00:32:37,039
you know combat counters or road
947
00:32:34,399 --> 00:32:40,080
encounters treasure um
948
00:32:37,039 --> 00:32:41,440
um wild magic was an example i used yes
949
00:32:40,080 --> 00:32:43,279
yeah
950
00:32:41,440 --> 00:32:46,399
reincarnation tables oh because you come
951
00:32:43,279 --> 00:32:48,480
back as a different race yes for example
952
00:32:46,399 --> 00:32:50,960
so yeah is that fudging
953
00:32:48,480 --> 00:32:53,600
well to me yes i mean it was it was when
954
00:32:50,960 --> 00:32:55,679
i read that i said i thought to myself
955
00:32:53,600 --> 00:32:58,559
wow that's weird that someone would
956
00:32:55,679 --> 00:33:00,320
fudge those dice rolls because
957
00:32:58,559 --> 00:33:01,360
the whole reason you've got those tables
958
00:33:00,320 --> 00:33:04,240
is because you don't know what you're
959
00:33:01,360 --> 00:33:06,240
doing or you know you you want
960
00:33:04,240 --> 00:33:09,039
it to be decided for you
961
00:33:06,240 --> 00:33:10,480
so then to change that means you've
962
00:33:09,039 --> 00:33:12,000
you've already decided what you want to
963
00:33:10,480 --> 00:33:14,000
happen so it was this weird kind of
964
00:33:12,000 --> 00:33:15,760
counter intuitive
965
00:33:14,000 --> 00:33:17,200
you've answered your own question
966
00:33:15,760 --> 00:33:18,480
it's where things get fuzzy in my
967
00:33:17,200 --> 00:33:21,120
opinion the world
968
00:33:18,480 --> 00:33:23,200
um i believe what i wrote in the thread
969
00:33:21,120 --> 00:33:24,399
was because i've been thinking about it
970
00:33:23,200 --> 00:33:26,399
uh
971
00:33:24,399 --> 00:33:27,519
for quite some time before writing that
972
00:33:26,399 --> 00:33:29,760
of course
973
00:33:27,519 --> 00:33:32,080
um the way i saw it was
974
00:33:29,760 --> 00:33:34,399
these these random tables basically
975
00:33:32,080 --> 00:33:35,840
there's two types to me you have the
976
00:33:34,399 --> 00:33:39,039
creative ones
977
00:33:35,840 --> 00:33:41,440
which are actually the gm
978
00:33:39,039 --> 00:33:42,720
delegating their fear to a table so as
979
00:33:41,440 --> 00:33:44,640
you mentioned
980
00:33:42,720 --> 00:33:45,679
uh they say well i don't know what's
981
00:33:44,640 --> 00:33:46,559
going to happen i'm going to roll on the
982
00:33:45,679 --> 00:33:48,640
table
983
00:33:46,559 --> 00:33:50,240
so they're purely creative
984
00:33:48,640 --> 00:33:52,720
and then you have some which are purely
985
00:33:50,240 --> 00:33:54,399
mechanical for example the the weird
986
00:33:52,720 --> 00:33:57,840
magic
987
00:33:54,399 --> 00:33:59,840
fallout table or what's called the
988
00:33:57,840 --> 00:34:01,360
purely creative ones
989
00:33:59,840 --> 00:34:04,480
for me they're just
990
00:34:01,360 --> 00:34:06,320
they're the enabling kind of the unfiat
991
00:34:04,480 --> 00:34:09,200
it doesn't really matter whether you
992
00:34:06,320 --> 00:34:11,200
roll or choose so
993
00:34:09,200 --> 00:34:13,200
if you for example if you're using a
994
00:34:11,200 --> 00:34:15,839
random dungeon generator table
995
00:34:13,200 --> 00:34:19,040
to see what's around the next corner
996
00:34:15,839 --> 00:34:21,119
whether you roll a corridor or a room or
997
00:34:19,040 --> 00:34:22,960
you choose either of those
998
00:34:21,119 --> 00:34:24,399
it doesn't really matter the players
999
00:34:22,960 --> 00:34:26,000
still have the same choice do we go
1000
00:34:24,399 --> 00:34:27,040
there or not
1001
00:34:26,000 --> 00:34:28,560
um and then you have the purely
1002
00:34:27,040 --> 00:34:30,159
mechanical ones
1003
00:34:28,560 --> 00:34:31,919
so like the
1004
00:34:30,159 --> 00:34:34,560
the wild magic i keep forgetting the
1005
00:34:31,919 --> 00:34:36,399
name yeah well just say weird magic
1006
00:34:34,560 --> 00:34:37,520
the wild magic
1007
00:34:36,399 --> 00:34:39,599
those
1008
00:34:37,520 --> 00:34:41,520
are actually the results also of a
1009
00:34:39,599 --> 00:34:44,159
player's choice
1010
00:34:41,520 --> 00:34:46,879
because the player factors in
1011
00:34:44,159 --> 00:34:48,240
every single effect that can happen as a
1012
00:34:46,879 --> 00:34:50,079
result of their choice so they want to
1013
00:34:48,240 --> 00:34:52,000
cast wild magic
1014
00:34:50,079 --> 00:34:54,560
then they accepted
1015
00:34:52,000 --> 00:34:57,599
whatever can happen
1016
00:34:54,560 --> 00:35:00,960
so i wouldn't fudge those because
1017
00:34:57,599 --> 00:35:02,800
you're affecting the result of a choice
1018
00:35:00,960 --> 00:35:05,520
but then there's there's these weird in
1019
00:35:02,800 --> 00:35:07,119
between situations uh like
1020
00:35:05,520 --> 00:35:08,960
wandering monsters
1021
00:35:07,119 --> 00:35:11,599
because wandering monsters on one hand
1022
00:35:08,960 --> 00:35:13,599
they're creative because they they help
1023
00:35:11,599 --> 00:35:16,079
shape the environment to help set a
1024
00:35:13,599 --> 00:35:18,000
certain theme
1025
00:35:16,079 --> 00:35:19,220
but they also have a mechanical
1026
00:35:18,000 --> 00:35:20,720
component so
1027
00:35:19,220 --> 00:35:22,720
[Music]
1028
00:35:20,720 --> 00:35:25,200
and that's a difficult one and
1029
00:35:22,720 --> 00:35:28,079
i believe i wrote there that as a gm you
1030
00:35:25,200 --> 00:35:29,760
should consider why you want to fudge
1031
00:35:28,079 --> 00:35:32,079
that if you want to fudge it because
1032
00:35:29,760 --> 00:35:34,560
it's it's a bad fit i mean is it a white
1033
00:35:32,079 --> 00:35:36,800
dragon in the middle of the desert well
1034
00:35:34,560 --> 00:35:38,720
perhaps you can fudge
1035
00:35:36,800 --> 00:35:40,480
and choose something else simply
1036
00:35:38,720 --> 00:35:41,599
or is it because
1037
00:35:40,480 --> 00:35:42,960
you want to change something
1038
00:35:41,599 --> 00:35:44,240
mechanically you want to up the
1039
00:35:42,960 --> 00:35:45,440
challenge you want to decrease the
1040
00:35:44,240 --> 00:35:46,960
challenge
1041
00:35:45,440 --> 00:35:50,240
in the latter case
1042
00:35:46,960 --> 00:35:51,839
perhaps not fudge in the former i like
1043
00:35:50,240 --> 00:35:53,599
to give myself a couple of seconds to
1044
00:35:51,839 --> 00:35:55,680
see if i can't come up with some
1045
00:35:53,599 --> 00:35:57,359
creative reason to accept the result
1046
00:35:55,680 --> 00:35:59,920
anyway
1047
00:35:57,359 --> 00:36:01,920
but of course i like most games i want
1048
00:35:59,920 --> 00:36:03,520
to keep the game flowing so if i can't
1049
00:36:01,920 --> 00:36:05,040
come up with something in in three to
1050
00:36:03,520 --> 00:36:06,960
five seconds
1051
00:36:05,040 --> 00:36:09,839
i choose something else
1052
00:36:06,960 --> 00:36:12,320
so the first not really fudging
1053
00:36:09,839 --> 00:36:13,920
i can i can accept that it's player
1054
00:36:12,320 --> 00:36:16,160
choice enabling
1055
00:36:13,920 --> 00:36:17,839
the seconds
1056
00:36:16,160 --> 00:36:20,400
it's fudging
1057
00:36:17,839 --> 00:36:21,599
hmm there's a lot to a lot to unpack
1058
00:36:20,400 --> 00:36:24,800
there
1059
00:36:21,599 --> 00:36:25,839
man this is tricky it's a tricky topic
1060
00:36:24,800 --> 00:36:28,320
and it's
1061
00:36:25,839 --> 00:36:30,960
you can see why it spawns so much
1062
00:36:28,320 --> 00:36:32,560
discussion of
1063
00:36:30,960 --> 00:36:33,839
it almost feels like that wizards of the
1064
00:36:32,560 --> 00:36:35,520
coast are just
1065
00:36:33,839 --> 00:36:37,280
like deliberately
1066
00:36:35,520 --> 00:36:38,960
not referencing the elephant in the room
1067
00:36:37,280 --> 00:36:40,640
like deliberately distancing themselves
1068
00:36:38,960 --> 00:36:42,240
and just being like
1069
00:36:40,640 --> 00:36:44,160
we're not going to think about too much
1070
00:36:42,240 --> 00:36:45,119
about this thing because it's just going
1071
00:36:44,160 --> 00:36:46,800
to be
1072
00:36:45,119 --> 00:36:49,200
a very interesting
1073
00:36:46,800 --> 00:36:51,119
discussion um
1074
00:36:49,200 --> 00:36:53,119
it's possible but i have the impression
1075
00:36:51,119 --> 00:36:55,680
the words of the coast and and
1076
00:36:53,119 --> 00:36:58,000
actually most publishers
1077
00:36:55,680 --> 00:36:59,599
they are for fudging
1078
00:36:58,000 --> 00:37:01,440
i i have this impression that this may
1079
00:36:59,599 --> 00:37:03,680
be this may be wrong
1080
00:37:01,440 --> 00:37:05,680
but i think they they advocate budging
1081
00:37:03,680 --> 00:37:07,760
because it helps new dms and that's
1082
00:37:05,680 --> 00:37:09,119
actually a very good reason to fudge if
1083
00:37:07,760 --> 00:37:12,000
you're just
1084
00:37:09,119 --> 00:37:14,000
getting your feet wet and and well
1085
00:37:12,000 --> 00:37:16,400
when i started out i made lots of
1086
00:37:14,000 --> 00:37:18,160
mistakes and i'm sure everyone did
1087
00:37:16,400 --> 00:37:20,160
then it's better to fudge than let the
1088
00:37:18,160 --> 00:37:23,359
game grind down to a halt so it helps
1089
00:37:20,160 --> 00:37:25,440
gm's gain a bit of confidence i think
1090
00:37:23,359 --> 00:37:28,480
and and not make mistakes
1091
00:37:25,440 --> 00:37:31,040
uh party killers or campaign killers
1092
00:37:28,480 --> 00:37:32,960
just helps to move the game along
1093
00:37:31,040 --> 00:37:33,920
it's one of those things though that can
1094
00:37:32,960 --> 00:37:35,760
be
1095
00:37:33,920 --> 00:37:37,440
a crutch or you know you pick it up in
1096
00:37:35,760 --> 00:37:39,839
your formative years
1097
00:37:37,440 --> 00:37:41,119
and then it becomes part of your staple
1098
00:37:39,839 --> 00:37:43,520
of
1099
00:37:41,119 --> 00:37:45,599
work then so it works now and then 10
1100
00:37:43,520 --> 00:37:46,960
years later you're still doing it but
1101
00:37:45,599 --> 00:37:48,240
even though
1102
00:37:46,960 --> 00:37:50,720
you don't need to anymore because you're
1103
00:37:48,240 --> 00:37:52,560
actually a darn fantastic gm at this
1104
00:37:50,720 --> 00:37:54,640
point so you you could probably do it
1105
00:37:52,560 --> 00:37:56,320
without it but it's just built into you
1106
00:37:54,640 --> 00:37:58,240
at that point because
1107
00:37:56,320 --> 00:38:00,240
it worked 10 years ago when i was
1108
00:37:58,240 --> 00:38:00,960
learning so i guess it's a good thing to
1109
00:38:00,240 --> 00:38:03,280
do
1110
00:38:00,960 --> 00:38:04,400
of course and it's an easy fix
1111
00:38:03,280 --> 00:38:05,760
um
1112
00:38:04,400 --> 00:38:07,680
that's a good point because one of my
1113
00:38:05,760 --> 00:38:09,680
notes here i was trying to put it off
1114
00:38:07,680 --> 00:38:11,280
for a little while but the uh about
1115
00:38:09,680 --> 00:38:13,200
maybe where we
1116
00:38:11,280 --> 00:38:14,640
just disagree somewhat or maybe not
1117
00:38:13,200 --> 00:38:16,800
disagree too strong word but have
1118
00:38:14,640 --> 00:38:20,560
different thoughts on is
1119
00:38:16,800 --> 00:38:22,880
at low levels but now here's my problem
1120
00:38:20,560 --> 00:38:25,599
here's what i'm trying to untangle
1121
00:38:22,880 --> 00:38:27,280
is it actually at low levels
1122
00:38:25,599 --> 00:38:29,920
as in character levels
1123
00:38:27,280 --> 00:38:31,839
or is it was actually
1124
00:38:29,920 --> 00:38:34,079
my experience at the time was i didn't
1125
00:38:31,839 --> 00:38:35,040
have you know i was a low level dm at
1126
00:38:34,079 --> 00:38:36,480
the time
1127
00:38:35,040 --> 00:38:37,680
and it's just because the correlation
1128
00:38:36,480 --> 00:38:39,839
there is
1129
00:38:37,680 --> 00:38:41,599
one to one you know they were the
1130
00:38:39,839 --> 00:38:44,560
characters at low level and i'd also
1131
00:38:41,599 --> 00:38:46,800
just started dming um
1132
00:38:44,560 --> 00:38:48,800
but it's easy to conflate the two
1133
00:38:46,800 --> 00:38:50,240
but in reality it's
1134
00:38:48,800 --> 00:38:52,079
i didn't use
1135
00:38:50,240 --> 00:38:53,440
fudging the dice because they were low
1136
00:38:52,079 --> 00:38:56,240
levels i was actually using it because i
1137
00:38:53,440 --> 00:38:59,359
didn't know any better and that
1138
00:38:56,240 --> 00:39:01,440
you can't get around those tpk as with a
1139
00:38:59,359 --> 00:39:03,119
little bit of thought and experience
1140
00:39:01,440 --> 00:39:05,359
i'm kind of convincing myself of that
1141
00:39:03,119 --> 00:39:06,480
answer now but what are your thoughts on
1142
00:39:05,359 --> 00:39:10,160
the uh
1143
00:39:06,480 --> 00:39:12,880
early level life support you mean yeah
1144
00:39:10,160 --> 00:39:14,400
that's that's expectation management
1145
00:39:12,880 --> 00:39:16,000
i think that depends on the kind of game
1146
00:39:14,400 --> 00:39:19,280
you want to run
1147
00:39:16,000 --> 00:39:21,359
i personally i like a bit of a bit of
1148
00:39:19,280 --> 00:39:22,960
danger and lethality in my games
1149
00:39:21,359 --> 00:39:26,000
so when my players set out in cursive
1150
00:39:22,960 --> 00:39:29,440
strat they started out on level one
1151
00:39:26,000 --> 00:39:32,160
and i tell them well i'm gonna roll in
1152
00:39:29,440 --> 00:39:33,280
public on the table uh if if you're dead
1153
00:39:32,160 --> 00:39:34,720
you're dead
1154
00:39:33,280 --> 00:39:36,560
so that was setting setting the
1155
00:39:34,720 --> 00:39:37,520
expectations already
1156
00:39:36,560 --> 00:39:39,680
and
1157
00:39:37,520 --> 00:39:41,359
i think we lost one player in the
1158
00:39:39,680 --> 00:39:43,920
meantime
1159
00:39:41,359 --> 00:39:45,599
um but of course if if the kind of story
1160
00:39:43,920 --> 00:39:47,040
or the campaign you want to run
1161
00:39:45,599 --> 00:39:48,320
is something which really starts to
1162
00:39:47,040 --> 00:39:51,200
unfold that's
1163
00:39:48,320 --> 00:39:52,800
just saying level two three or you want
1164
00:39:51,200 --> 00:39:54,240
to to first give the players the
1165
00:39:52,800 --> 00:39:56,640
bearings a bit
1166
00:39:54,240 --> 00:39:57,760
i can understand that that you want to
1167
00:39:56,640 --> 00:39:59,920
uh
1168
00:39:57,760 --> 00:40:01,839
test some some life supports
1169
00:39:59,920 --> 00:40:04,560
in the form of fudging
1170
00:40:01,839 --> 00:40:07,359
so i understand that
1171
00:40:04,560 --> 00:40:09,280
but i still think that there are
1172
00:40:07,359 --> 00:40:11,520
well as a dm
1173
00:40:09,280 --> 00:40:13,359
there are different ways to
1174
00:40:11,520 --> 00:40:14,960
have that life support in place without
1175
00:40:13,359 --> 00:40:17,359
fudging the dice
1176
00:40:14,960 --> 00:40:19,920
but of course it's much trickier because
1177
00:40:17,359 --> 00:40:21,200
the margin of error is so much smaller
1178
00:40:19,920 --> 00:40:23,680
yes
1179
00:40:21,200 --> 00:40:24,400
yeah you'll you're on the razor's edge
1180
00:40:23,680 --> 00:40:26,160
there
1181
00:40:24,400 --> 00:40:28,800
for a lot of that
1182
00:40:26,160 --> 00:40:30,240
because just one mistake one uh one
1183
00:40:28,800 --> 00:40:31,680
critical hit by a blood bear and they're
1184
00:40:30,240 --> 00:40:33,359
gone
1185
00:40:31,680 --> 00:40:35,119
do you think that is because that's
1186
00:40:33,359 --> 00:40:36,400
exactly the thought i had earlier on
1187
00:40:35,119 --> 00:40:37,440
when i was thinking about this episode
1188
00:40:36,400 --> 00:40:39,119
was that
1189
00:40:37,440 --> 00:40:41,040
people fight the dice because it's so
1190
00:40:39,119 --> 00:40:42,960
swingy i always say you know the first
1191
00:40:41,040 --> 00:40:44,160
few levels are super swingy
1192
00:40:42,960 --> 00:40:46,880
and that
1193
00:40:44,160 --> 00:40:47,760
usually smooths out as you get into tier
1194
00:40:46,880 --> 00:40:50,079
two
1195
00:40:47,760 --> 00:40:51,359
uh there is much less swinging or
1196
00:40:50,079 --> 00:40:54,560
there's a lot more margin for error
1197
00:40:51,359 --> 00:40:56,319
shall we say you know revive the five uh
1198
00:40:54,560 --> 00:40:58,240
kill wounds potions you know all that
1199
00:40:56,319 --> 00:41:01,119
kind of stuff yeah exactly to smooth out
1200
00:40:58,240 --> 00:41:03,359
that that swinginess but um
1201
00:41:01,119 --> 00:41:05,440
it is swingy at low levels do you think
1202
00:41:03,359 --> 00:41:07,760
that is a failing of the framework do
1203
00:41:05,440 --> 00:41:10,960
you think that's a failing of the rules
1204
00:41:07,760 --> 00:41:13,200
or is that almost a necessary evil
1205
00:41:10,960 --> 00:41:15,839
that's a tough question i think the
1206
00:41:13,200 --> 00:41:18,000
failing of the rules
1207
00:41:15,839 --> 00:41:20,160
no not necessarily
1208
00:41:18,000 --> 00:41:21,359
i suppose i i really haven't looked at
1209
00:41:20,160 --> 00:41:23,280
it that way
1210
00:41:21,359 --> 00:41:25,599
because one thing i talked about in in
1211
00:41:23,280 --> 00:41:27,280
the threads uh was that for combat
1212
00:41:25,599 --> 00:41:28,720
encounters
1213
00:41:27,280 --> 00:41:30,400
it's
1214
00:41:28,720 --> 00:41:32,880
and i do blame i blame video games for
1215
00:41:30,400 --> 00:41:36,480
this uh like an old man ain't playing
1216
00:41:32,880 --> 00:41:39,040
video games that many gm's
1217
00:41:36,480 --> 00:41:40,160
set the stakes for combat encounters at
1218
00:41:39,040 --> 00:41:41,920
death
1219
00:41:40,160 --> 00:41:44,079
goblins come from the woods and they
1220
00:41:41,920 --> 00:41:46,400
won't kill you
1221
00:41:44,079 --> 00:41:48,400
and if you're not prepared to accept a
1222
00:41:46,400 --> 00:41:49,839
player death as a result of such an
1223
00:41:48,400 --> 00:41:51,440
encounter
1224
00:41:49,839 --> 00:41:54,400
then you shouldn't set the stakes at
1225
00:41:51,440 --> 00:41:56,720
play death because you control not only
1226
00:41:54,400 --> 00:41:59,119
which encounters they they have
1227
00:41:56,720 --> 00:42:01,599
but also the motives of those characters
1228
00:41:59,119 --> 00:42:04,480
so if if combat and swinging combat is
1229
00:42:01,599 --> 00:42:06,319
the problem at early levels
1230
00:42:04,480 --> 00:42:08,079
my suggestion would be to change the
1231
00:42:06,319 --> 00:42:10,000
stakes simply put
1232
00:42:08,079 --> 00:42:11,359
so stop putting the players or stop
1233
00:42:10,000 --> 00:42:14,000
putting the characters in situations
1234
00:42:11,359 --> 00:42:16,720
where only death is is a probable
1235
00:42:14,000 --> 00:42:18,720
outcome of either party and that's what
1236
00:42:16,720 --> 00:42:21,920
i did in cursive strata i think because
1237
00:42:18,720 --> 00:42:23,680
they recommend you start at third level
1238
00:42:21,920 --> 00:42:24,880
but as i mentioned before i didn't do
1239
00:42:23,680 --> 00:42:28,160
that
1240
00:42:24,880 --> 00:42:30,000
but i simply didn't
1241
00:42:28,160 --> 00:42:32,560
have everyone out to kill the pcs at
1242
00:42:30,000 --> 00:42:34,160
first sight and that's helped a lot
1243
00:42:32,560 --> 00:42:35,520
is that from your experience and
1244
00:42:34,160 --> 00:42:36,960
knowledge of most of the published
1245
00:42:35,520 --> 00:42:38,960
modules that
1246
00:42:36,960 --> 00:42:40,720
that are released are they
1247
00:42:38,960 --> 00:42:41,839
their first encounters let's take lost
1248
00:42:40,720 --> 00:42:45,280
minds of
1249
00:42:41,839 --> 00:42:47,359
van delva i think um i i seem to recall
1250
00:42:45,280 --> 00:42:49,359
the first combat and that is quite
1251
00:42:47,359 --> 00:42:51,599
kill or be killed i don't remember that
1252
00:42:49,359 --> 00:42:53,440
one i have it here but uh i i haven't
1253
00:42:51,599 --> 00:42:55,359
played it yet so what about any others
1254
00:42:53,440 --> 00:42:56,960
that you have experience with
1255
00:42:55,359 --> 00:42:59,280
those kind of first early encounters in
1256
00:42:56,960 --> 00:43:01,040
the game are they often that
1257
00:42:59,280 --> 00:43:03,599
kill or be killed or are there other
1258
00:43:01,040 --> 00:43:05,520
avenues out from your experience well
1259
00:43:03,599 --> 00:43:07,839
from what i can recall most published
1260
00:43:05,520 --> 00:43:09,280
modules an encounter is kill or be
1261
00:43:07,839 --> 00:43:11,119
killed
1262
00:43:09,280 --> 00:43:13,280
that happens a lot
1263
00:43:11,119 --> 00:43:15,359
so although it might not be a failing of
1264
00:43:13,280 --> 00:43:16,960
the system or the rules of the
1265
00:43:15,359 --> 00:43:18,640
frameworks
1266
00:43:16,960 --> 00:43:20,160
does that not suggest that the published
1267
00:43:18,640 --> 00:43:22,880
modules
1268
00:43:20,160 --> 00:43:24,640
encourage those failings in a way like
1269
00:43:22,880 --> 00:43:26,720
uh emphasize
1270
00:43:24,640 --> 00:43:28,000
those issues in the in the fact that
1271
00:43:26,720 --> 00:43:30,880
it's kill or be killed at those low
1272
00:43:28,000 --> 00:43:32,640
levels i i would say yes
1273
00:43:30,880 --> 00:43:34,160
they they compound the problem a little
1274
00:43:32,640 --> 00:43:37,119
uh that's the word i was looking for
1275
00:43:34,160 --> 00:43:38,640
yeah compound the problem yeah precisely
1276
00:43:37,119 --> 00:43:40,560
it's uh
1277
00:43:38,640 --> 00:43:42,079
it's an interesting one i i kind of
1278
00:43:40,560 --> 00:43:44,560
regret opening this little can of worms
1279
00:43:42,079 --> 00:43:46,160
now like
1280
00:43:44,560 --> 00:43:48,400
as you bring me you know we're coming
1281
00:43:46,160 --> 00:43:50,000
nearing the end of the episode and
1282
00:43:48,400 --> 00:43:52,560
yeah it's one i hadn't really thought of
1283
00:43:50,000 --> 00:43:55,520
too much um i know that i
1284
00:43:52,560 --> 00:43:57,920
i have fudged dice in the past
1285
00:43:55,520 --> 00:44:00,400
dice actually less so
1286
00:43:57,920 --> 00:44:01,680
more often than not i'm fudging
1287
00:44:00,400 --> 00:44:03,520
hp
1288
00:44:01,680 --> 00:44:06,720
is
1289
00:44:03,520 --> 00:44:09,520
my main like creature hp
1290
00:44:06,720 --> 00:44:10,960
which is twofold one because i hate
1291
00:44:09,520 --> 00:44:12,800
maths and
1292
00:44:10,960 --> 00:44:16,319
my characters are level eight seem to be
1293
00:44:12,800 --> 00:44:18,240
nine now and combat is quite complicated
1294
00:44:16,319 --> 00:44:19,920
uh you know with lots of imagine yeah
1295
00:44:18,240 --> 00:44:21,520
lots of enemies lots of numbers flying
1296
00:44:19,920 --> 00:44:22,880
around i really don't have it in my
1297
00:44:21,520 --> 00:44:24,640
mental space at the time along with
1298
00:44:22,880 --> 00:44:25,839
doing all the flavor and environmental
1299
00:44:24,640 --> 00:44:28,640
effects and
1300
00:44:25,839 --> 00:44:30,319
so on and so on to really
1301
00:44:28,640 --> 00:44:32,319
i haven't got a good system yet for
1302
00:44:30,319 --> 00:44:34,960
really managing all the hp so
1303
00:44:32,319 --> 00:44:37,040
sometimes i round you know the character
1304
00:44:34,960 --> 00:44:40,079
says they hit for 24 i'm not okay that's
1305
00:44:37,040 --> 00:44:42,720
20. yeah okay with my my mental
1306
00:44:40,079 --> 00:44:44,079
reasoning behind that is that oh broadly
1307
00:44:42,720 --> 00:44:45,920
over enough sessions it would all kind
1308
00:44:44,079 --> 00:44:48,800
of even out
1309
00:44:45,920 --> 00:44:50,400
balance out you know sense yeah
1310
00:44:48,800 --> 00:44:52,960
you know you know flip enough coins and
1311
00:44:50,400 --> 00:44:55,520
it'll be 50 50. uh is is my mentality
1312
00:44:52,960 --> 00:44:57,040
behind today today it's 24 to 20 but
1313
00:44:55,520 --> 00:45:01,200
tomorrow it's you know
1314
00:44:57,040 --> 00:45:04,160
16 to 20. so you should go but i know
1315
00:45:01,200 --> 00:45:05,680
that that is i get out of jail free on
1316
00:45:04,160 --> 00:45:08,079
my part so
1317
00:45:05,680 --> 00:45:11,599
what are your thoughts on that well i
1318
00:45:08,079 --> 00:45:12,960
think your way is consistent so
1319
00:45:11,599 --> 00:45:16,240
i think your logic is sound if you do
1320
00:45:12,960 --> 00:45:17,440
that all the time then it will even out
1321
00:45:16,240 --> 00:45:18,960
um and
1322
00:45:17,440 --> 00:45:20,400
by the way it's it's important to keep
1323
00:45:18,960 --> 00:45:21,839
the game flowing
1324
00:45:20,400 --> 00:45:24,319
so if that helps you keep the game
1325
00:45:21,839 --> 00:45:26,720
flowing that's a win to me
1326
00:45:24,319 --> 00:45:27,680
so is that fudging not really because
1327
00:45:26,720 --> 00:45:28,960
you're not
1328
00:45:27,680 --> 00:45:31,359
you're not constantly pushing the
1329
00:45:28,960 --> 00:45:33,760
encounter go one way or the other you're
1330
00:45:31,359 --> 00:45:35,839
just rounding up or rounding down to
1331
00:45:33,760 --> 00:45:37,920
make things move along smoothly so
1332
00:45:35,839 --> 00:45:40,960
that's that's fine in my book
1333
00:45:37,920 --> 00:45:42,960
and i well my players are only level
1334
00:45:40,960 --> 00:45:44,880
five at the moment so i i haven't
1335
00:45:42,960 --> 00:45:45,680
encountered the same problem before
1336
00:45:44,880 --> 00:45:48,480
but
1337
00:45:45,680 --> 00:45:51,440
i have thought about it and the thing i
1338
00:45:48,480 --> 00:45:53,920
plan on doing is just giving my players
1339
00:45:51,440 --> 00:45:55,280
notepads or dice or whatever and tell
1340
00:45:53,920 --> 00:45:57,920
them to keep track of their points for
1341
00:45:55,280 --> 00:45:59,680
me of the creatures other creatures oh
1342
00:45:57,920 --> 00:46:01,280
wow it also gives them some sense of
1343
00:45:59,680 --> 00:46:02,640
achievement
1344
00:46:01,280 --> 00:46:05,359
it gives them something to do at the
1345
00:46:02,640 --> 00:46:07,280
table less distractions less less using
1346
00:46:05,359 --> 00:46:10,000
the phone and all that
1347
00:46:07,280 --> 00:46:11,760
um and the hit points don't need to be a
1348
00:46:10,000 --> 00:46:14,400
secret for me
1349
00:46:11,760 --> 00:46:16,880
yeah that is bold okay here we go here
1350
00:46:14,400 --> 00:46:19,200
we go 50 minutes in and we're at the big
1351
00:46:16,880 --> 00:46:21,680
big juicy boys here we go what you could
1352
00:46:19,200 --> 00:46:23,920
do is also uh count the other way around
1353
00:46:21,680 --> 00:46:25,680
just um have the characters add up the
1354
00:46:23,920 --> 00:46:28,000
hit points instead of subtracting from
1355
00:46:25,680 --> 00:46:30,160
uh from the total and then they won't
1356
00:46:28,000 --> 00:46:32,160
know the total hit points until you say
1357
00:46:30,160 --> 00:46:34,000
well he's dead
1358
00:46:32,160 --> 00:46:35,839
yeah that might be the concession that i
1359
00:46:34,000 --> 00:46:37,760
would make if i was to introduce this
1360
00:46:35,839 --> 00:46:39,280
which i might well do it moves the game
1361
00:46:37,760 --> 00:46:41,599
along
1362
00:46:39,280 --> 00:46:44,240
uh from one of the other episodes
1363
00:46:41,599 --> 00:46:46,800
uh enhancements we talked about
1364
00:46:44,240 --> 00:46:48,000
delegating tasks to players so that's
1365
00:46:46,800 --> 00:46:48,880
actually something i've that's you know
1366
00:46:48,000 --> 00:46:50,480
that's
1367
00:46:48,880 --> 00:46:52,319
literally something i've now done you
1368
00:46:50,480 --> 00:46:54,079
know i had that discussion and with
1369
00:46:52,319 --> 00:46:55,599
christian and
1370
00:46:54,079 --> 00:46:57,440
since then i've actually adopted that
1371
00:46:55,599 --> 00:46:59,520
with my players so now i've got one
1372
00:46:57,440 --> 00:47:02,240
player who's like the note taker one
1373
00:46:59,520 --> 00:47:05,280
player who is tracking magical items for
1374
00:47:02,240 --> 00:47:06,319
the party and one is doing buffs and
1375
00:47:05,280 --> 00:47:07,440
debuffs
1376
00:47:06,319 --> 00:47:09,839
so it's not
1377
00:47:07,440 --> 00:47:11,280
too much of a stretch to say okay i need
1378
00:47:09,839 --> 00:47:12,400
another one of you guys like it was six
1379
00:47:11,280 --> 00:47:13,680
of them so there's enough of them to go
1380
00:47:12,400 --> 00:47:16,240
around to say
1381
00:47:13,680 --> 00:47:18,640
one of you you're counting hp for the
1382
00:47:16,240 --> 00:47:19,920
the damage should i say why not
1383
00:47:18,640 --> 00:47:22,640
interesting
1384
00:47:19,920 --> 00:47:25,040
interesting i say rubbing my hands
1385
00:47:22,640 --> 00:47:27,920
together
1386
00:47:25,040 --> 00:47:30,480
yeah that will be a huge
1387
00:47:27,920 --> 00:47:32,880
weight off of my mind again mainly just
1388
00:47:30,480 --> 00:47:34,640
for the expedience just because every
1389
00:47:32,880 --> 00:47:36,079
time there's damage done by the players
1390
00:47:34,640 --> 00:47:39,359
which is a lot
1391
00:47:36,079 --> 00:47:40,640
i have to go up stop let me count and do
1392
00:47:39,359 --> 00:47:42,160
a number and
1393
00:47:40,640 --> 00:47:44,160
this that and the other
1394
00:47:42,160 --> 00:47:45,599
whereas you could just flip that around
1395
00:47:44,160 --> 00:47:48,160
to maybe one or two players you could
1396
00:47:45,599 --> 00:47:50,319
split it to say yeah you do the ghouls
1397
00:47:48,160 --> 00:47:52,319
you did skeletons something like that
1398
00:47:50,319 --> 00:47:53,680
yeah yeah precisely yeah and every time
1399
00:47:52,319 --> 00:47:54,800
it gets damaged you just tell me what
1400
00:47:53,680 --> 00:47:56,079
the number is
1401
00:47:54,800 --> 00:47:58,800
and then that you've completely
1402
00:47:56,079 --> 00:48:00,000
mitigated meta gaming
1403
00:47:58,800 --> 00:48:01,680
some people aren't going to like that i
1404
00:48:00,000 --> 00:48:04,000
think because it
1405
00:48:01,680 --> 00:48:05,520
it takes away some of the not even not
1406
00:48:04,000 --> 00:48:06,800
even the mystery but it takes away some
1407
00:48:05,520 --> 00:48:08,240
of the romance
1408
00:48:06,800 --> 00:48:10,000
of
1409
00:48:08,240 --> 00:48:12,079
that question of well how is he looking
1410
00:48:10,000 --> 00:48:13,920
oh he's looking beat up and he's on his
1411
00:48:12,079 --> 00:48:15,680
last legs you know it
1412
00:48:13,920 --> 00:48:17,040
gives them a little bit more but again
1413
00:48:15,680 --> 00:48:18,800
it's their context is everything right
1414
00:48:17,040 --> 00:48:20,720
if your players aren't in it for the
1415
00:48:18,800 --> 00:48:22,160
true for the romance it might not be for
1416
00:48:20,720 --> 00:48:25,040
everyone
1417
00:48:22,160 --> 00:48:26,880
but i think yeah it just it saves time
1418
00:48:25,040 --> 00:48:28,800
at the table and it frees up your brain
1419
00:48:26,880 --> 00:48:30,880
power to to go with the cool
1420
00:48:28,800 --> 00:48:31,839
descriptions and keep the flow of combat
1421
00:48:30,880 --> 00:48:32,720
going
1422
00:48:31,839 --> 00:48:34,960
so
1423
00:48:32,720 --> 00:48:37,119
for me it's a small price to pay
1424
00:48:34,960 --> 00:48:39,520
yeah i am quite a fan of it was a i
1425
00:48:37,119 --> 00:48:40,480
think it was an angry gm angry dm post
1426
00:48:39,520 --> 00:48:41,599
that was
1427
00:48:40,480 --> 00:48:44,319
talked about
1428
00:48:41,599 --> 00:48:45,599
a flow of combat is like um a dolphin
1429
00:48:44,319 --> 00:48:46,960
like swimming you know you you come up
1430
00:48:45,599 --> 00:48:48,720
over the water you break the water you
1431
00:48:46,960 --> 00:48:50,480
dive underneath you come up you dive
1432
00:48:48,720 --> 00:48:52,640
underneath so it's that
1433
00:48:50,480 --> 00:48:54,800
when you stitch the turns together yeah
1434
00:48:52,640 --> 00:48:56,800
you describe okay
1435
00:48:54,800 --> 00:48:58,960
john you've just seen your party member
1436
00:48:56,800 --> 00:48:59,680
james be slashed across his face with
1437
00:48:58,960 --> 00:49:01,040
this
1438
00:48:59,680 --> 00:49:02,559
what are you doing
1439
00:49:01,040 --> 00:49:03,760
and then you got your duck up back
1440
00:49:02,559 --> 00:49:05,680
underneath then when you come back out
1441
00:49:03,760 --> 00:49:07,760
again you you keep it going and i'd much
1442
00:49:05,680 --> 00:49:10,079
rather focus on that
1443
00:49:07,760 --> 00:49:13,680
than i would let me get my excel
1444
00:49:10,079 --> 00:49:17,040
spreadsheet and mark off this and
1445
00:49:13,680 --> 00:49:20,319
uh hang on let me open the vtt and
1446
00:49:17,040 --> 00:49:21,760
what's 17 minus 12 is this okay enter
1447
00:49:20,319 --> 00:49:24,400
like
1448
00:49:21,760 --> 00:49:26,480
breaks up the flow and also i think
1449
00:49:24,400 --> 00:49:28,319
players will love doing that
1450
00:49:26,480 --> 00:49:30,960
i mean i can name two players at my
1451
00:49:28,319 --> 00:49:32,400
table who love keeping track of uh their
1452
00:49:30,960 --> 00:49:34,000
kills
1453
00:49:32,400 --> 00:49:36,800
and so they'll love keeping track of hit
1454
00:49:34,000 --> 00:49:38,640
points as well hmm yeah i just i'm just
1455
00:49:36,800 --> 00:49:40,240
thinking about a way that's doable with
1456
00:49:38,640 --> 00:49:42,160
my current virtual tabletop setup as
1457
00:49:40,240 --> 00:49:43,280
well in terms of counting up rather than
1458
00:49:42,160 --> 00:49:46,640
counting down
1459
00:49:43,280 --> 00:49:48,160
and have the same effect so
1460
00:49:46,640 --> 00:49:51,440
in the in the in the virtual tabletop i
1461
00:49:48,160 --> 00:49:54,000
use monsters their their health isn't
1462
00:49:51,440 --> 00:49:55,280
displayed on them they have a a bin
1463
00:49:54,000 --> 00:49:57,599
again funnily enough a bit like the
1464
00:49:55,280 --> 00:49:58,480
gloomhaven descriptor of initiative they
1465
00:49:57,599 --> 00:49:59,680
have a
1466
00:49:58,480 --> 00:50:02,319
injured
1467
00:49:59,680 --> 00:50:03,599
barely injured heavily injured wounded
1468
00:50:02,319 --> 00:50:05,520
you know and it's a percentage of their
1469
00:50:03,599 --> 00:50:06,960
hp total but you could obviously i could
1470
00:50:05,520 --> 00:50:09,920
flip that the maths on its head and it
1471
00:50:06,960 --> 00:50:12,160
would i would count up it would go 10 is
1472
00:50:09,920 --> 00:50:14,000
not her and obviously 90 of hp is
1473
00:50:12,160 --> 00:50:15,680
heavily wounded so that could still work
1474
00:50:14,000 --> 00:50:17,920
you could still do it
1475
00:50:15,680 --> 00:50:20,720
that that's on my notes that's on my my
1476
00:50:17,920 --> 00:50:22,800
notes for opening next session
1477
00:50:20,720 --> 00:50:25,040
this is what we're going to try but to
1478
00:50:22,800 --> 00:50:27,359
put a nice bow in it as we've said a
1479
00:50:25,040 --> 00:50:28,720
couple times it's it's that case of
1480
00:50:27,359 --> 00:50:30,880
as you said
1481
00:50:28,720 --> 00:50:33,520
try it out try a couple times maybe it
1482
00:50:30,880 --> 00:50:35,520
sticks maybe it doesn't but without
1483
00:50:33,520 --> 00:50:38,240
at least trying you'll never know
1484
00:50:35,520 --> 00:50:40,319
yeah and make a few tweaks if necessary
1485
00:50:38,240 --> 00:50:41,839
but just just find out what works best
1486
00:50:40,319 --> 00:50:44,319
in your group
1487
00:50:41,839 --> 00:50:46,960
i've also tried out uh many things i
1488
00:50:44,319 --> 00:50:49,280
have this homebrew pathfinder campaign
1489
00:50:46,960 --> 00:50:51,280
and that's really it was my playground
1490
00:50:49,280 --> 00:50:52,640
for trying out new new things new
1491
00:50:51,280 --> 00:50:56,640
structures
1492
00:50:52,640 --> 00:50:59,280
and well i don't think 50 percent of
1493
00:50:56,640 --> 00:51:01,520
things i tried really took
1494
00:50:59,280 --> 00:51:03,040
but those that did improve the game
1495
00:51:01,520 --> 00:51:05,359
so it's just uh
1496
00:51:03,040 --> 00:51:07,680
trying see what we're throwing stuff at
1497
00:51:05,359 --> 00:51:09,280
the wall and steve see what sticks
1498
00:51:07,680 --> 00:51:11,040
which makes it worthwhile the ones that
1499
00:51:09,280 --> 00:51:13,599
have improved the game that's a net you
1500
00:51:11,040 --> 00:51:14,400
know benefit there for little to no cost
1501
00:51:13,599 --> 00:51:15,599
so
1502
00:51:14,400 --> 00:51:17,359
absolutely
1503
00:51:15,599 --> 00:51:19,440
try and have a look at these
1504
00:51:17,359 --> 00:51:22,079
systemic problems that are causing you
1505
00:51:19,440 --> 00:51:23,760
to maybe fudge dice to i'm now trying to
1506
00:51:22,079 --> 00:51:26,559
you know leverage us back on the back on
1507
00:51:23,760 --> 00:51:26,559
the railroad uh
1508
00:51:26,880 --> 00:51:30,800
to look at those you know lower level
1509
00:51:28,640 --> 00:51:32,720
problems that are maybe leading you down
1510
00:51:30,800 --> 00:51:34,800
the garden path of
1511
00:51:32,720 --> 00:51:36,480
what's another you know after all why
1512
00:51:34,800 --> 00:51:39,599
shouldn't i fudge another dice here you
1513
00:51:36,480 --> 00:51:41,839
know that mentality is is often uh it
1514
00:51:39,599 --> 00:51:44,480
can be an inhibitor
1515
00:51:41,839 --> 00:51:48,800
but to give an example funny anecdote um
1516
00:51:44,480 --> 00:51:51,440
of how swingy combat is is um
1517
00:51:48,800 --> 00:51:53,440
i took a friend uh jamie he's been in a
1518
00:51:51,440 --> 00:51:55,839
couple of episodes before
1519
00:51:53,440 --> 00:51:57,359
uh through his first d d experience it
1520
00:51:55,839 --> 00:51:58,960
was it was one-on-one
1521
00:51:57,359 --> 00:52:00,240
i was his dm
1522
00:51:58,960 --> 00:52:02,559
and
1523
00:52:00,240 --> 00:52:03,839
the combat obviously like it's a known
1524
00:52:02,559 --> 00:52:05,440
fact that obviously combat we've
1525
00:52:03,839 --> 00:52:07,520
discussed is swingy
1526
00:52:05,440 --> 00:52:09,760
and it really breaks down
1527
00:52:07,520 --> 00:52:12,480
basically with like two characters and
1528
00:52:09,760 --> 00:52:14,240
then past seven characters it i think
1529
00:52:12,480 --> 00:52:16,800
wizards of themselves have said
1530
00:52:14,240 --> 00:52:18,559
the system isn't designed for that many
1531
00:52:16,800 --> 00:52:20,400
or that for you like it's that's not a
1532
00:52:18,559 --> 00:52:22,400
secret that's just you know that's the
1533
00:52:20,400 --> 00:52:24,079
limits of the maths right it's
1534
00:52:22,400 --> 00:52:26,559
something's got to give somewhere yeah
1535
00:52:24,079 --> 00:52:28,400
so one i think he was even level one i
1536
00:52:26,559 --> 00:52:29,839
might have said level two at that point
1537
00:52:28,400 --> 00:52:32,240
but it was one obviously one player
1538
00:52:29,839 --> 00:52:33,760
character level two and i wanted him to
1539
00:52:32,240 --> 00:52:35,280
get a taste of
1540
00:52:33,760 --> 00:52:38,160
rolling dice
1541
00:52:35,280 --> 00:52:39,680
and you know having combat in quotes
1542
00:52:38,160 --> 00:52:41,440
and the best thing i could come up with
1543
00:52:39,680 --> 00:52:44,720
was i think for
1544
00:52:41,440 --> 00:52:48,559
like three cats or something in a field
1545
00:52:44,720 --> 00:52:50,559
in a meadow um okay like cr0 cats you
1546
00:52:48,559 --> 00:52:52,319
know like five hp
1547
00:52:50,559 --> 00:52:54,640
you know plus zero to hit
1548
00:52:52,319 --> 00:52:56,559
one d4 slashing damage
1549
00:52:54,640 --> 00:52:58,079
and that that was what was maybe
1550
00:52:56,559 --> 00:52:59,599
balanced for that
1551
00:52:58,079 --> 00:53:01,520
and even that was like
1552
00:52:59,599 --> 00:53:03,599
he could die but it just it just makes
1553
00:53:01,520 --> 00:53:05,680
me smile because i'm like how absurd it
1554
00:53:03,599 --> 00:53:06,640
is he's still an adventurer he's still
1555
00:53:05,680 --> 00:53:08,640
like
1556
00:53:06,640 --> 00:53:10,559
someone who's better than the average
1557
00:53:08,640 --> 00:53:11,660
person even still could die to some
1558
00:53:10,559 --> 00:53:12,960
house cats like
1559
00:53:11,660 --> 00:53:15,520
[Laughter]
1560
00:53:12,960 --> 00:53:18,160
well yeah i i agree those are the limits
1561
00:53:15,520 --> 00:53:19,359
of the system i think yeah yeah that was
1562
00:53:18,160 --> 00:53:20,450
a real like
1563
00:53:19,359 --> 00:53:23,200
bleeding edge of
1564
00:53:20,450 --> 00:53:26,400
[Laughter]
1565
00:53:23,200 --> 00:53:28,079
stretching it as much as it would go
1566
00:53:26,400 --> 00:53:30,079
i know we've talked about like an awful
1567
00:53:28,079 --> 00:53:31,920
lot and all sorts of weird and wonderful
1568
00:53:30,079 --> 00:53:33,920
bits and bobs but
1569
00:53:31,920 --> 00:53:36,480
i wanted to finish on
1570
00:53:33,920 --> 00:53:38,640
from my perspective of
1571
00:53:36,480 --> 00:53:40,880
a lot of the times you find yourself
1572
00:53:38,640 --> 00:53:43,280
asking the question of should i
1573
00:53:40,880 --> 00:53:45,119
fudge here or
1574
00:53:43,280 --> 00:53:46,559
let's just say that was actually
1575
00:53:45,119 --> 00:53:49,040
another number
1576
00:53:46,559 --> 00:53:51,040
uh often because of
1577
00:53:49,040 --> 00:53:52,640
other reasons that might not be obvious
1578
00:53:51,040 --> 00:53:54,160
i think that was probably my biggest
1579
00:53:52,640 --> 00:53:56,400
takeaway from
1580
00:53:54,160 --> 00:53:57,680
your threads and the discussion today is
1581
00:53:56,400 --> 00:54:00,079
like
1582
00:53:57,680 --> 00:54:01,440
is that there's a system in um
1583
00:54:00,079 --> 00:54:03,680
i'm gonna get my business head on for a
1584
00:54:01,440 --> 00:54:05,440
second in quality control and quality
1585
00:54:03,680 --> 00:54:07,839
management in in organizations and
1586
00:54:05,440 --> 00:54:10,240
production environments of the five wise
1587
00:54:07,839 --> 00:54:12,319
yeah i'm familiar with it yeah when a
1588
00:54:10,240 --> 00:54:14,640
problem has been identified
1589
00:54:12,319 --> 00:54:16,319
you were late to ship a product you ask
1590
00:54:14,640 --> 00:54:18,160
you know why we'll be late because we
1591
00:54:16,319 --> 00:54:20,000
didn't get it into the storehouse
1592
00:54:18,160 --> 00:54:21,520
in time okay well why didn't you get
1593
00:54:20,000 --> 00:54:23,520
into this or housing time oh because the
1594
00:54:21,520 --> 00:54:25,680
car broke down or why did the car break
1595
00:54:23,520 --> 00:54:27,680
down oh because we didn't take it for
1596
00:54:25,680 --> 00:54:28,800
its service why didn't we take it for a
1597
00:54:27,680 --> 00:54:32,000
service
1598
00:54:28,800 --> 00:54:34,319
you know and you keep asking why and
1599
00:54:32,000 --> 00:54:36,880
when you hit five times that's that is
1600
00:54:34,319 --> 00:54:39,119
the actual thing you need to fix
1601
00:54:36,880 --> 00:54:41,359
and i think a similar thing can be
1602
00:54:39,119 --> 00:54:42,799
applied so why am i in a position where
1603
00:54:41,359 --> 00:54:44,720
i'm fine you know i'm having to fudge
1604
00:54:42,799 --> 00:54:46,640
this stuff absolutely that's actually a
1605
00:54:44,720 --> 00:54:48,960
very good remark
1606
00:54:46,640 --> 00:54:50,559
thank you this is uh to try and make an
1607
00:54:48,960 --> 00:54:52,000
example up on the spot it's say say
1608
00:54:50,559 --> 00:54:53,839
you're in that position of okay i've
1609
00:54:52,000 --> 00:54:55,839
just rolled a natural 20 and it's going
1610
00:54:53,839 --> 00:54:56,880
to kill this player character well why
1611
00:54:55,839 --> 00:54:58,319
am i
1612
00:54:56,880 --> 00:55:00,240
why are they in a situation where that's
1613
00:54:58,319 --> 00:55:02,319
happened if you know you're not being
1614
00:55:00,240 --> 00:55:04,000
transparent and it's a big enough a deal
1615
00:55:02,319 --> 00:55:05,599
at that point that it isn't just the
1616
00:55:04,000 --> 00:55:07,680
players have done something ridiculously
1617
00:55:05,599 --> 00:55:08,640
stupid that
1618
00:55:07,680 --> 00:55:10,960
you know
1619
00:55:08,640 --> 00:55:12,400
to tangent again is i've recorded a
1620
00:55:10,960 --> 00:55:15,760
really good episode on player agency
1621
00:55:12,400 --> 00:55:18,079
with scott optional rule and
1622
00:55:15,760 --> 00:55:20,559
he is a big proponent of
1623
00:55:18,079 --> 00:55:22,720
like the dice dictate the outcome
1624
00:55:20,559 --> 00:55:24,640
but the players have had agency up until
1625
00:55:22,720 --> 00:55:26,480
that point and that mirrors what we were
1626
00:55:24,640 --> 00:55:28,799
talking about earlier on that like the
1627
00:55:26,480 --> 00:55:30,240
dice aren't taking away agency
1628
00:55:28,799 --> 00:55:31,440
that's the decisions they've made up
1629
00:55:30,240 --> 00:55:33,520
until that point right if they've
1630
00:55:31,440 --> 00:55:36,640
decided to go into a fight naked on two
1631
00:55:33,520 --> 00:55:38,400
hp then yeah they're gonna die
1632
00:55:36,640 --> 00:55:39,920
and no amount of fudging is gonna get
1633
00:55:38,400 --> 00:55:42,160
them out of that position
1634
00:55:39,920 --> 00:55:43,760
so it's that five wise of oh okay but
1635
00:55:42,160 --> 00:55:46,400
why is he why have they found themselves
1636
00:55:43,760 --> 00:55:47,520
and if you know if the answer is
1637
00:55:46,400 --> 00:55:50,160
because they've made some foolish
1638
00:55:47,520 --> 00:55:52,000
decisions as player characters then well
1639
00:55:50,160 --> 00:55:53,920
you shouldn't fudge exactly that's
1640
00:55:52,000 --> 00:55:56,480
that's the nature of the game right
1641
00:55:53,920 --> 00:55:58,799
you're trying to put put a band-aid on
1642
00:55:56,480 --> 00:56:00,720
foolishness but say it's it's you know
1643
00:55:58,799 --> 00:56:02,480
no they've made the right decisions but
1644
00:56:00,720 --> 00:56:05,200
it's a crit because oh it's actually a
1645
00:56:02,480 --> 00:56:07,599
19 but this creature crits on it on a 19
1646
00:56:05,200 --> 00:56:09,359
but then why why if we got that creature
1647
00:56:07,599 --> 00:56:11,359
in oh because it fit the environment but
1648
00:56:09,359 --> 00:56:12,400
then you know you can you can just get
1649
00:56:11,359 --> 00:56:13,839
to the
1650
00:56:12,400 --> 00:56:16,319
you're probably better at articulating
1651
00:56:13,839 --> 00:56:18,160
it than i am but but basically there's a
1652
00:56:16,319 --> 00:56:20,559
probably an obfuscated reason why you
1653
00:56:18,160 --> 00:56:22,480
found yourself in that situation yeah i
1654
00:56:20,559 --> 00:56:24,319
think also one of the main reasons is
1655
00:56:22,480 --> 00:56:25,359
and we've discussed this uh a bit
1656
00:56:24,319 --> 00:56:27,680
earlier
1657
00:56:25,359 --> 00:56:29,520
is that many encounters
1658
00:56:27,680 --> 00:56:31,440
differ to combat
1659
00:56:29,520 --> 00:56:33,040
so you roll a random encounter
1660
00:56:31,440 --> 00:56:34,160
some goblins jump from the bush and they
1661
00:56:33,040 --> 00:56:35,839
attack you
1662
00:56:34,160 --> 00:56:37,359
well the players have had no choice in
1663
00:56:35,839 --> 00:56:39,280
that so killing them in such an
1664
00:56:37,359 --> 00:56:42,079
encounter feels unfair to everyone at
1665
00:56:39,280 --> 00:56:44,799
the table and you feel inclined to fudge
1666
00:56:42,079 --> 00:56:47,280
if on the other hand the goblins jump
1667
00:56:44,799 --> 00:56:49,520
from uh from the bush and they demand
1668
00:56:47,280 --> 00:56:53,200
the characters surrender their gold
1669
00:56:49,520 --> 00:56:54,960
or they kill them well that's choice
1670
00:56:53,200 --> 00:56:56,960
again a very context sensitive choice
1671
00:56:54,960 --> 00:56:58,720
based on your particular makeup of your
1672
00:56:56,960 --> 00:57:00,960
party here
1673
00:56:58,720 --> 00:57:03,119
yeah true but they can't render their
1674
00:57:00,960 --> 00:57:04,720
gold
1675
00:57:03,119 --> 00:57:06,720
they can buy
1676
00:57:04,720 --> 00:57:08,720
they can buy some time they don't need
1677
00:57:06,720 --> 00:57:11,839
to do that but
1678
00:57:08,720 --> 00:57:14,000
by not defaulting to combat and
1679
00:57:11,839 --> 00:57:17,119
starting or picking up the thread of the
1680
00:57:14,000 --> 00:57:19,520
game just before that players can can
1681
00:57:17,119 --> 00:57:21,599
start angling for a better position they
1682
00:57:19,520 --> 00:57:23,839
can start a distraction
1683
00:57:21,599 --> 00:57:26,240
so it goes deeper than that
1684
00:57:23,839 --> 00:57:27,760
and then if it all boils down to play a
1685
00:57:26,240 --> 00:57:29,680
choice well
1686
00:57:27,760 --> 00:57:32,079
if they made those choices that lead to
1687
00:57:29,680 --> 00:57:34,559
that combat which leads to the idea
1688
00:57:32,079 --> 00:57:36,079
i wouldn't be inclined to fudge
1689
00:57:34,559 --> 00:57:37,680
but again the fight the five why is in
1690
00:57:36,079 --> 00:57:39,119
that situation is maybe they've made
1691
00:57:37,680 --> 00:57:40,400
that choice you know
1692
00:57:39,119 --> 00:57:42,799
you know say for example it's not
1693
00:57:40,400 --> 00:57:44,880
goblins say if it's some archdemon
1694
00:57:42,799 --> 00:57:46,799
for example big difference yeah it's
1695
00:57:44,880 --> 00:57:48,079
yeah yeah it's
1696
00:57:46,799 --> 00:57:49,359
okay this hit from the ice team is going
1697
00:57:48,079 --> 00:57:51,839
to kill this player why is he going to
1698
00:57:49,359 --> 00:57:53,280
do that because he's super strong okay
1699
00:57:51,839 --> 00:57:55,359
why is he super strong because he's an
1700
00:57:53,280 --> 00:57:56,960
archdemon okay well then why is he
1701
00:57:55,359 --> 00:57:58,240
fighting the players
1702
00:57:56,960 --> 00:57:59,920
ah because
1703
00:57:58,240 --> 00:58:01,760
the players have
1704
00:57:59,920 --> 00:58:03,280
acted aggressively towards him okay well
1705
00:58:01,760 --> 00:58:04,960
why did they act aggressively towards
1706
00:58:03,280 --> 00:58:05,920
him
1707
00:58:04,960 --> 00:58:07,920
that
1708
00:58:05,920 --> 00:58:10,160
is the root problem there and in this
1709
00:58:07,920 --> 00:58:13,280
example it's maybe it's because the gm
1710
00:58:10,160 --> 00:58:15,040
didn't foreshadow it enough to say like
1711
00:58:13,280 --> 00:58:17,359
this guy will kick your ass if you fight
1712
00:58:15,040 --> 00:58:19,599
him yeah exactly so the player's
1713
00:58:17,359 --> 00:58:20,880
misconception there was we can take him
1714
00:58:19,599 --> 00:58:23,040
and then now you've painted yourself
1715
00:58:20,880 --> 00:58:26,160
into a corner of okay well either they
1716
00:58:23,040 --> 00:58:27,839
die or i have to really pull his punches
1717
00:58:26,160 --> 00:58:30,559
making him weaker than he actually is
1718
00:58:27,839 --> 00:58:32,240
which is kind of deflating
1719
00:58:30,559 --> 00:58:34,160
or you've given yourself
1720
00:58:32,240 --> 00:58:35,359
a lot more work to do some other
1721
00:58:34,160 --> 00:58:38,079
non-combat
1722
00:58:35,359 --> 00:58:40,079
alternative imprisonment which is
1723
00:58:38,079 --> 00:58:42,640
iffy or
1724
00:58:40,079 --> 00:58:45,040
yeah that's something else yeah exactly
1725
00:58:42,640 --> 00:58:46,960
so it's it's you keep asking why and
1726
00:58:45,040 --> 00:58:48,960
it's oh because whoops
1727
00:58:46,960 --> 00:58:50,160
i had him stop his toe when he met the
1728
00:58:48,960 --> 00:58:51,520
players and the players thought that was
1729
00:58:50,160 --> 00:58:52,880
funny and stupid and they thought they
1730
00:58:51,520 --> 00:58:55,040
could take him when in reality no he
1731
00:58:52,880 --> 00:58:57,839
commands hordes of demons who will tell
1732
00:58:55,040 --> 00:58:59,599
you to shreds so uh
1733
00:58:57,839 --> 00:59:01,359
yeah
1734
00:58:59,599 --> 00:59:04,160
um is there anything else you wanted to
1735
00:59:01,359 --> 00:59:07,119
talk about um no i i think we've covered
1736
00:59:04,160 --> 00:59:08,240
all uh all the fudging articles so
1737
00:59:07,119 --> 00:59:10,319
i'm happy
1738
00:59:08,240 --> 00:59:11,520
it's been a whistle stop tour of a lot
1739
00:59:10,319 --> 00:59:13,040
of
1740
00:59:11,520 --> 00:59:16,000
like heavy
1741
00:59:13,040 --> 00:59:18,079
ish and weighted topics i think there's
1742
00:59:16,000 --> 00:59:18,960
a lot here to unpack that i don't think
1743
00:59:18,079 --> 00:59:21,280
either
1744
00:59:18,960 --> 00:59:22,559
you know we could do in an hour or even
1745
00:59:21,280 --> 00:59:24,319
you know your seven threads were
1746
00:59:22,559 --> 00:59:25,839
fantastic but even then it's you know
1747
00:59:24,319 --> 00:59:28,799
we've found new things to talk about and
1748
00:59:25,839 --> 00:59:31,440
stuff like it's just a brilliant i love
1749
00:59:28,799 --> 00:59:33,520
it because it's a crystalline example of
1750
00:59:31,440 --> 00:59:34,960
something that seems benign
1751
00:59:33,520 --> 00:59:36,240
but in reality
1752
00:59:34,960 --> 00:59:39,040
really isn't
1753
00:59:36,240 --> 00:59:41,440
in the long run it isn't i still think
1754
00:59:39,040 --> 00:59:43,839
that in your example of the archdemon
1755
00:59:41,440 --> 00:59:46,160
well perhaps at the point you should
1756
00:59:43,839 --> 00:59:47,359
fudge to save the players and those five
1757
00:59:46,160 --> 00:59:48,240
why is it something you ask yourself
1758
00:59:47,359 --> 00:59:50,319
after
1759
00:59:48,240 --> 00:59:51,839
and yes you take that to your next
1760
00:59:50,319 --> 00:59:54,319
encounter and you don't make the same
1761
00:59:51,839 --> 00:59:56,079
mistake yeah precisely sorry i'm not so
1762
00:59:54,319 --> 00:59:57,599
i don't mean to imply that like you whip
1763
00:59:56,079 --> 01:00:00,000
out your quality health and safety
1764
00:59:57,599 --> 01:00:02,240
manual in the middle of come back to
1765
01:00:00,000 --> 01:00:04,319
start doing like a fish back as much
1766
01:00:02,240 --> 01:00:05,920
deliciousness yeah no absolutely no
1767
01:00:04,319 --> 01:00:08,799
thank you for clarifying that yeah for
1768
01:00:05,920 --> 01:00:10,720
sure for sure cool okay well
1769
01:00:08,799 --> 01:00:13,280
what a interesting
1770
01:00:10,720 --> 01:00:16,000
rollercoaster swingy in of itself
1771
01:00:13,280 --> 01:00:19,280
discussion on dice rules and
1772
01:00:16,000 --> 01:00:20,880
methodologies and
1773
01:00:19,280 --> 01:00:23,040
politics and
1774
01:00:20,880 --> 01:00:24,960
personality types and all sorts of weird
1775
01:00:23,040 --> 01:00:26,559
and wonderful stuff that gets bundled
1776
01:00:24,960 --> 01:00:28,799
into this discussion so thank you very
1777
01:00:26,559 --> 01:00:31,040
much bart thanks for having me is there
1778
01:00:28,799 --> 01:00:35,200
anything you would like to plug
1779
01:00:31,040 --> 01:00:37,040
um let's see i'm currently uh
1780
01:00:35,200 --> 01:00:39,040
lucky enough to be involved in a few
1781
01:00:37,040 --> 01:00:42,160
exciting projects
1782
01:00:39,040 --> 01:00:44,000
most notably it's the terminator rpg
1783
01:00:42,160 --> 01:00:46,319
which is now a kickstarter which you
1784
01:00:44,000 --> 01:00:48,400
might want to check out um
1785
01:00:46,319 --> 01:00:50,319
i did just a very very small part of
1786
01:00:48,400 --> 01:00:52,079
that i designed the hacking rules but
1787
01:00:50,319 --> 01:00:54,720
that's about it
1788
01:00:52,079 --> 01:00:58,160
another thing i've been working on is
1789
01:00:54,720 --> 01:00:59,680
the gaia complex which is a cyberpunk uh
1790
01:00:58,160 --> 01:01:01,680
role-playing game
1791
01:00:59,680 --> 01:01:03,760
by hanza publishing
1792
01:01:01,680 --> 01:01:06,880
that's also worth checking out it's got
1793
01:01:03,760 --> 01:01:08,160
uh vampires and cyberpunk so that's
1794
01:01:06,880 --> 01:01:09,280
that's a winning combination in my
1795
01:01:08,160 --> 01:01:11,200
opinion
1796
01:01:09,280 --> 01:01:12,880
and i do most of my work for raging
1797
01:01:11,200 --> 01:01:15,040
swamp press
1798
01:01:12,880 --> 01:01:17,440
i have some new adventures coming out
1799
01:01:15,040 --> 01:01:20,000
soon i think next month
1800
01:01:17,440 --> 01:01:22,480
and finally you can find me on twitter
1801
01:01:20,000 --> 01:01:23,760
as at cryptographer
1802
01:01:22,480 --> 01:01:26,880
and i post
1803
01:01:23,760 --> 01:01:28,319
daily inspirational stuff or gm advice
1804
01:01:26,880 --> 01:01:31,119
or just
1805
01:01:28,319 --> 01:01:32,640
things i i like all sorts yeah
1806
01:01:31,119 --> 01:01:34,559
absolutely all the links will be in the
1807
01:01:32,640 --> 01:01:36,319
episode description
1808
01:01:34,559 --> 01:01:37,520
to everything we've discussed today
1809
01:01:36,319 --> 01:01:39,920
including those awesome sounding
1810
01:01:37,520 --> 01:01:44,079
projects yeah you had me at vampires and
1811
01:01:39,920 --> 01:01:46,559
cyberpunk as they say excellent
1812
01:01:44,079 --> 01:01:48,480
uh otherwise thank you again bart
1813
01:01:46,559 --> 01:01:50,640
yeah again thanks for having me that's
1814
01:01:48,480 --> 01:01:54,400
all right uh thank you everyone to
1815
01:01:50,640 --> 01:01:57,119
listening at home as usual please reach
1816
01:01:54,400 --> 01:01:59,119
out on all the socials available on the
1817
01:01:57,119 --> 01:02:02,240
websites otherwise thank you all for
1818
01:01:59,119 --> 01:02:07,429
listening and good night
1819
01:02:02,240 --> 01:02:07,429
[Music]

Bart Wynants (Critographer)
Author
Bart’s first brush with the hobby started with the discovery of HeroQuest, in the early 90s. He was always the kid who played the bad guy, and it seems he’s been stuck behind the GM screen ever since. His three campaigns are currently on a covid-hiatus and he can’t wait to revisit Curse of Strahd which, thirteen sessions in, has already gone completely off the rails! “As any good campaign should” he claims.
As a writer, lecturer, and self-proclaimed “scholar of the strange”, Bart is highly active on Twitter, where he shares daily sparks of RPG inspiration, drawn from history, folklore, art, and science. You can check out some of his most recent published works here:
Raging Swan Press: multiple fantasy adventure publications, as a regular contributor.
Hansor Publishing — The Gaia Complex: high-tech and vampires in an innovative cyberpunk setting!
House of the Exorcist: a unique, self-published, collaboratively written adventure based on a 5,000-year-old Sumerian map, and precursor to the upcoming Spurned of Orcus adventure! Best of all? It’s 100% free!
Speaking of Spurned of Orcus--which at the time of recording was announced for June 2022--the project has "matured to a point where it needs more and better resources to do it justice". Yes, that’s fancy talk for ‘massive scope creep made it longer’ ;-) On the upside, Spurned of Orcus also promises to be much more awesome than originally imagined, featuring expanded locations, gorgeous art, and immersive audio content!
Follow Bart on Twitter for updates on Spurned of Orcus and regula…
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