Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10.1 6/24/83; site astrovax.UUCP Path: utzoo!watmath!clyde!burl!ulysses!allegra!princeton!astrovax!elt From: elt@astrovax.UUCP (Ed Turner) Newsgroups: net.games.frp Subject: Re: Fudging die rolls Message-ID: <399@astrovax.UUCP> Date: Mon, 16-Jul-84 10:05:57 EDT Article-I.D.: astrovax.399 Posted: Mon Jul 16 10:05:57 1984 Date-Received: Tue, 17-Jul-84 01:27:45 EDT References: <207@mhuxt.UUCP> Distribution: net Organization: Princeton Univ. Astrophysics Lines: 34 The opinion has been expressed that it is cheating for the DM to fudge die rolls. Not being an AD&D player I cannot directly comment in a sense but assuming an AD&D DM to be perfectly analogus to a Traveller Referee (with which I am familiar), I would strongly disagree and argue that it is poor refereeing (or DMing) to let the dice rule when the game would be improved by direct decisions. My view of refereeing is that it is quite similar to entertaining; it is the referee's responsibility to see that the players have as much *fun* as possible. For a sophisticated group of players this requires a "realistic" fantasy universe in which bad things can and sometimes do go wrong. Thus, the requirement does not necessarily mean taking it easy on the players. From this perspective, die rolls are simply a tool for the referee to use as needed. Their primary advantage over straight referee decisions is that they introduce an element of real randomness which is very hard to produce without some mechanical aid (try making up a long list of truly random numbers some time). This insures neutrality and saves time; refereeing would certainly be much more difficult without some sort of random numberr generator. Nevertheless, when a very lucky or unlucky roll or series of rolls threatens to ruin a game, I see no reason for the referee not to ignore or circumvent them. More rarely a game may be improved by some very unlikely outcome (i.e., most good adventure yarns have at least one or a few strange coincidences or unlikely successes buried in their plots), and again the referee's guidance can make all the difference between a dull situationand a breath taking one. Of course, the more subtly the referee can intervene the better the effect; the players should never suspect if that can be managed. In summary, forbidding a referee (DM) to over rule die rolls is like forbidding a stage magician from distracting the audience. It makes for a fairer but poorer show. Ed Turner astrovax!elt