Thursday, December 1, 2011

Fudging: Fighting frustration or fighting fun?

I see a lot of discussion online about fudging lately. Maybe I am just more attentive to the subject these days, but I don't think so. I believe it comes up because people (on both sides) are re-evaluating its utility.

Back when I started gaming in the late 80s, I fudged freely to help keep things moving smoothly. Sometimes I fudged to heighten the drama or pacing. Frankly I didn't think much of it until the late 90s or so. I began to feel that by fudging I was cheating my players in a way (and as a player I found myself resenting GMs who fudged). Most fudging was done for the players benefit but it still felt problematic. To be honest I wasn't really sure why it bothered me, after all no one likes it when their character dies from a stray arrow or random trap, right?

Part of the problem has to do with when I entered the hobby. Technically I picked up my first 20-sider in 1986 and continued to play (even during a brief parental ban) until the release of second edition AD&D. However, second edition is when I became a serious gamer and the assumptions in play during that time shaped how I approached the game.

AD&D 2nd edition (or 2E) has a bad rap in gaming circles these days. For a variety of reasons I think this is an unfair judgment of 2E, but I recognize there were problems at TSR during that era and they deeply impacted things like GM advice and adventure design. While I am sure much of this predates second edition, there seemed to be more emphasis on fudging in favor of drama. A rule of thumb I kept seeing (and still see to this day) was only kill a PC for doing something stupid or reckless. That is, fudge lethal die rolls to keep PCs alive unless they had it coming. I embraced this but overtime I found it diminished my enjoyment of the game both as a GM and as a player.

As a player I didn't feel like my accomplishments meant anything. We may have saved the world from the Orb of Korlax or Azlin's Doomsday Device but it was a foregone conclusion anyway. The GM was going to make sure we reached the end, and manage the pacing around the climax, to ensure the game was "fun and exciting". Yet there was no real risk and the more I realized this, the less fun and excitement I felt.

As a GM I felt like fudging was just another form of railroading. I wasn't giving my players the freedom to fail, the freedom to face real challenges. It was like playing the game with safety rails and training wheels.

So one day I instituted a "all dice in the open" policy and informed my players the game would be "let the dice fall where they may". I told them upfront I wasn't going to play favorites or protect them. Initially I was worried about taking heat for character deaths, and there was a measure of justification for this concern. In a few instances players did get upset when things didn't go their way but for the most part, because I rolled in the open and was willing to admit when I made a bad call, the players took unconsciousness and death well.

This approach isn't for everyone and Bedrock Games doesn't care whether you fudge or not. The Network system is all about playing the game how you want to play it. If fudging heightens the fun for your group then by all means fudge away. But in my case I discovered fudging was an obstacle to true excitement.

Back to my earlier question: no one likes it when their character fails, right? Sure, it can be frustrating when your character dies randomly or when he doesn't overcome the odds but I think in practice it is more complicated than removing any instance of the game that is "unfun". Sometimes what seems frustrating for one moment is actually critical for broader enjoyment of an activity. Think of sports. No one likes it when their team or player loses. But without the threat of loss, the excitement of the game goes way down. This is why the fun boxing matches or games of baseball are the ones where both sides challenge each other. It is also why we don't like fixed sporting events (even if our favored team wins).

That isn't to say this is an unbending rule on my part. I don't think any GM philosophy or approach should be viewed as a universal panacea. Great ideas can become bad ideas in edge cases so you always want to be flexible just in case. Since I instituted this policy, however, I haven't felt the need to fudge at all. In a way, when you don't fudge you can GM with a clean conscience because you aren't deciding who lives or dies, the dice are.

Tuesday, November 29, 2011

Servants of Gaius


Behold the new logo for Servants of Gaius, our alternate history setting. It was designed by Richard Iorio and marks a big step for us in terms of presentation.

Servants of Gaius promises players mystery and intrigue in the court of Caligula. But it isn't just a new setting with the standard Network material. We introduced major changes and innovations to our underlying mechanics to fit the ancient setting and feel.

I am really looking forward to this release. We hope to have it out in PDF by March and print shortly after.

Brendan

Sunday, November 27, 2011

The Perils and Joys of Losing Online Debates

Gamers like to argue about their games. This is something that has been pretty constant in my experience since I started playing D&D back in the late 80s. Whether it was an argument over individual mechanics or even entire systems, the debates usually began prior to or following play and could last an hour or more (I even had arguments that went on for the entire evening). These days many of the disputes I see are online and over deeper issues like the purpose of RPGs in general, the appropriate way to construct an adventure or run a game, etc. The divisions widen as the stakes and passions rise.

I am not sure that the level of internal hostility this generates is a good thing, it certainly seems the gaming community is more fractured than ever before (when I was younger we were all gamers and we all gamed together, but it feels like that isn't the case anymore). Now gamers are grouped into different camps around specific editions or specific styles of play. Before we grouped people by type (rules lawyer, role player, min/maxer, etc). Sure there was always some division around system (those who played GURPS vs. those who played D&D or Vampire), it just never quite felt as intense and divisive as it does today. The idea of demonizing a person because they happen to like 4th edition D&D, sandbox style play or rules light games has little appeal to me. I consider myself more of a traditional role player, but I don't think it is fun to heap anger on people for perceived "badwrongfun".

And there are real pitfalls to being persuaded by your fellow gamers. How many have gone from knowing exactly what they like and how they like it, to second guessing themselves because they were exposed to some grand RPG theory? I've certainly seen this. Great GMs ruined because they wanted to please some anonymous posters in a gaming forum. They either adopted a strange new method for constructing/running adventures or escaped into an existential crisis over the meaning of gaming itself. To me that makes no sense. Whatever you are doing at the table should come naturally and be a joy, never a struggle. I play RPGs because they are fun and stress-relieving.

Still I like a good debate about gaming and I am no stranger to things like online edition wars. It is fun to argue about the games we love . I find it helps clarify things for me as well. Sometimes it even forces me to change my position (or at least re-evaluate it).

I think what I like most about debates is they expose what you don't know about the subject. You may walk into a thread on character optimization in 3E thinking you know everything there is to know about builds or 3rd edition buff spells, only to have your ignorance exposed by a poster on the opposite side of the fence (and often the revelation is handed down with a heavy dose of sarcasm or flamebait). It can be infuriating when this occurs, however it can also make you a better gamer. Of course sometimes posters are just blowing smoke so you need to check the RAW for yourself when you've been corrected by someone. In my opinion losing an argument is one of the best things that can happen for a gamer, because it forces him to see things he may have ignored before. It is easy to carry around misconceptions about a game mechanic, and I am sure we all do it (I know I have). As long as you don't get to worked up, it never hurts to be corrected by someone.

The secret is to be polite and realize that just because someone has a superior argument to yours, that doesn't automatically mean they are right (jus t that they made a better argument). It is also good to know when you've been beaten (even if you haven't changed your position). There is nothing worse than a poster who insists on having the last word after being trounced again and again. We are all human. At some point everyone loses their temper and posts something regrettable. But if you are cordial most of the time, even to people you disagree with strongly, it will make your online debates fun and productive.

Sunday, November 20, 2011

Horror Show Interview

This week we talked with the guys at Atomic Array about Horror Show:

ATOMIC ARRAY

Thursday, October 27, 2011

Thai Flood Relief

As many of you know Thailand has been hit by some pretty heavy flooding this month. Now the waters have hit Bangkok and the death toll estimates are over 300 so far (with reports of tens of thousands of refugees). I encourage my fellow gamers to give what they can to help the Thai people. Here is a link from the Royal Thai Consulate General in New York on how to give aid:

Flood Relief

Unfortunately the Thai government's response has been somewhat disorganized (the US offered the aid of our Navy but said they received "mixed messages" from the prime minister's office). So just keep that in mind when you donate. Also if anyone knows of a reliable private charity based in the US that is helping with the flooding please let us know.

Here are some news stories on the floods:

CNN
Washington Post
Wall Street Journal

Brendan Davis

Friday, October 21, 2011

Servants of Gaius Complete

I just finished the last bit of text for Servants of Gaius. We've been playtesting and writing it for months, and now we've hit our maximum word count (technically we went over, it is 39,000 words and was supposed to be 35,000). Hopefully our amazing layout guy will do some magic and fit it all into 110 pages.

The manuscript for Servants of Gaius may be done but there is still a lot of work to do. We are going to continue playtesting until it is perfect. After that comes art, maps, editing, etc. I expect to have it in layout sometime early next year (hopefully out in PDF in time for the Ides of March).

So what is Servants of Gaius? Right now all we can say is it will be an alternate history game set during the early Principate (38 AD) and Caligula plays a major role.

Friday, September 30, 2011

Patriot Incident Wins Golden Pawn


We are pleased to announce that The Patriot Incident (our latest Terror Network module) has won a Golden Pawn for Best Adventure Scenario: Gaming Genius Awards.

Thanks to all our artists, editors and playtesters for making this possible.