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Joined 1 year ago
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Cake day: June 28th, 2023

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  • Think about it this way: what’s the purpose of the players choosing between North and West if the outcome is exactly the same, whether they know this or not? Are they just arbitrarily choosing between the two paths, or do they have information that gives positives and negatives to either path? Doing the former is just a choice for the sake of it. It serves no purpose. In the latter, it’s now less of something to fill and waste time, and it’s now a decision on the players’ part on whether they want to travel safely or dangerously, or whatever the differences are between the routes.


  • Quantum ogre is more about the intent and removing actual choice from players. Good prep does away with making player choice irrelevant.

    I’m assuming in your question, the first situation would have the “preplanned” fight be wherever the players decide to go since we’re discussing the QO. The difference between your two methods is in the latter, you’re making up the creature or combat on the spot by reacting to what the players have done. In the first, it didn’t matter what the players did. You were going to do it anyway, so why even give them a choice?


  • As I mentioned, I understand there are different tables abd thoughts on this, and as such, different DM styles as well.

    For me, while it’s the DMs job to help keep things entertaining (though that’s everyone’s job in my mind), it’s also the DMs job to be consistent in the world, since they essentially are the world. I personally don’t like fudging because half of the reason my tables play is for things to be determined by the dice, not the DM. I get that other tables play for story and are fine with fudging.

    In my experience, this isn’t a thing you can discuss to try and convince people otherwise. This isn’t me trying to tell people fudging is bad and they should feel bad. I honestly just think after 22 years and hundreds of games, it’s crazy that no one cared about it. That’s all.




  • I ran my first ever Vaesen game last week, and will be running the follow up session the coming Monday. It was a lot of fun - more narrative focused and room for improvisation for both the GM and the players. The setting is interesting and the creatures are fun. Looking forward to hopefully run more of it in the future.

    I also picked up Ryuutama at the games store a few days ago. It’s an interesting little system where the journey is more important than the destination. For those unaware, it has been described as “Studio Ghibli meets Oregon Trail”. Probably won’t be able to run that for a bit, but an interested to read more about it!