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Joined 8 months ago
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Cake day: October 22nd, 2023

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  • I definitely dislike the idea of stopping the action and suggesting a direction. For my games I always try to aim for immersion, and this would really take me out of it.

    I think you might have gotten the wrong idea about how I approach it, though. Part of keeping things surprising and impartial is avoiding changing things all the time secretly. That being said, I don’t believe in a hard and fast rule of never fudging anything.

    Here’s an example where I would consider it. The players have been trying really hard to overcome an obstacle, and have had many setbacks already. They come up with an exciting and novel solution, but a bad roll happens on my end that would end this great idea in another failure. Because they’ve earned it by this point, and it will make for a more exciting game, I would likely fudge that roll and give it to them. I would do this in secret, because calling attention to it deflates the experience for the players.

    I see the GM as a storyteller and entertainer, whose primary goal is to immerse the players into a story, and to create an exciting and unpredictable experience. Not everyone will view things like I do, and that’s fine, but I wanted to clarify what I mean anyway. Hopefully that makes more sense now.












  • This game literally gave me a mind altering experience. The point at the end as you walk towards the light, I started to be unsure if I was controlling the character anymore or not, and it was actually quite dissociating like a psychedelic experience (I was sober at the time for the record). Truly incredible moment that no other game has pulled off.