@faraday said:
@Lithium said:
I've done it in TT, when my dice were on fire and I kept rolling nat 20's, well, I didn't feel like total PK'ing the party that night and so some crit hits became misses. I think there requires some trust in the group with the DM/ST/GM in order to create a good story.
But why is that so different in a MUSH environment? Don't you want your MU players to have the same opportunities for fun and a good story as your tabletop ones in that scenario?
Sure you can say you wouldn't have exactly that same mix of people together, but so what? As long as your mission is always "help players tell a good story" and you apply that mission fairly to everyone (and not, say, just to your buddies), isn't that fair enough?
Because as soon as you play favorites one way, it will bite you on the ass eventually once drama hits. Around a gaming table drama is less an issue, people will just say: Shut up Diana, or Bob, or whatever and the game will move on. In a MU* it's a whole different environment. How many times have we seen systems that work great in table-top not work so well in a MU* environment? It's the same type of thing, it's a different environment so we need some different practices.
Here is my worry, and why I will not fudge in a MU*.
I am running a scene, the BSD are kicking the Gaian's asses through no fault of their own. I fudge dice rolls, and the Gaians win, yay everyone celebrates. No harm done, or so it seems
Then a few weeks later I am running another scene, and someone is outright /stupid/ and I decide that their stupidity needs to be rewarded with an appropriate response. The dice say their stupidity gets them punished, so I don't fudge the dice and the person gets hurt, possibly killed, maimed, renown loss, whatever.
Person of questionable intelligence hears about (or partook) in the scene where I fudged the dice for someone else. Instantly cries of favoritism abound, much drama ensues, and it's just a mess that is completely and utterly avoidable.
If the dice say a group is losing, well, maybe they should be smart enough to know when to cut their losses and retreat. Sometimes a loss even makes for good story, much better than the PC's always win no matter what.
The context and environment are completely different in tabletop than in a MU. The sample size is smaller (in general) and staff have a /duty/ to be fair to everyone equally. Which means the code/dice tell the story, once it comes to dice.