Can a GM Cheat?
Ultimately, the answer is:
NO!Thought I'd post this as another response to this thread:
To cheat as a GM or not to cheat as a GM, thats the question.Here are some chosen excerpts from some of the posts. Any emphasis is mine.
For my gaming pleasure, the story line should not be destroyed by an odd dice roll. The fun of the gaming session should not be how great a roll of the dice was, but rather how great the roleplaying was.
Amen.
I've used 2 different solutions. The obvious one is that the GM does not tell the players that they have fate points and handle them in secret.
The Burning Heavens game at Real Role Playing is the very first game I have ever played in which there are Fate Points. Even when my character has been in some very dire straits, I never used a Fate Point because I had completely forgotten about them until reminded. Also, I have never GMed where I gave out Fate Points. From one viewpoint, one could consider my fudging of die rolls as being Fate Points.
This is a very interesting method for handling Fate Points. Can I steal this idea? Of course I can. I am a GM. GM is Always Right. Thus, a GM cannot steal.
My alternative is to cap criticals as 80 for minor combats, 90 for important combats and uncapped for a climatic combat. Of course my players don't know this.
This means that it's unlikely (but not impossible) to die in a combat thrown into break up the story, but more important combats have a reasonable chance of claiming a victim, but rarely wipe out a party. Climatic combats now become the life or death situations they should be as there are no fate points to protect the players.
This, also, is a very nice alternative. I just may give it a try in my upcoming Onaviu campaign.
There is not a GM alive that has not fudged rolls and omitted or changed rules that did not fit their style of play.
And any GM who says differently is either lying or has never GMed.
Now for my answer and other thoughts.
As a GM and player of almost 40 years (38 to be exact), I have learned a set of unmutable rules when it comes to role playing. In no particular order or ranking of importance, my main unmutable rules for role playing are listed below.
- It is meant for a group of people to come together and have fun.
- It is meant for a group of people to come together and have an enjoyable time.
- It is called ROLE playing for a reason.
- Notice it is not called ROLL playing.
- Rules are guidelines in order for you to define your world.
- If a rule does not fit your world, then discard or change as necessary.
- If it interferes with the story, then change as necessary.
- If it interferes with ROLE playing, then change as necessary.
In my humble opinion, I do not think a GM can ever cheat. S/He is simply following the above rules. Most experienced players I have played with who are also GMs feel the same way. And like most experienced GMs, I really despise having players create new characters before they can even develop their character. For me, there is a difference between creating a character and developing a character. Spending DevPnts at each level is creating, role playing is developing. Although both go hand-in-hand, they are different.
Marc R made an interesting point:
There are players, we all know, who's response to almost any encounter is "Full OB!"
RM weeds them out, or at least has them sitting at the end of the table rolling up characters while everyone else role plays.
Yes, RM does a very good job of weeding out those battle-monger players. Although RM could be played as a Hack-And-Slash, and thus becomes a ROLL playing game, I chose RM because of its complexity and completeness that actually makes it a better ROLE playing game. What other RPG gives you the amount of skills that can be used in ROLE playing?
One point I have always made is also mentioned in Gamemaster's Law. It is not the fact that there are too many rules that can get in the way of role playing, but the inapropriate usage of those rules that interferes with role playing. In fact, once a GM has achieved a very good grasp of how the game mechanics are used and trust is established on how the GM makes judgements using those game mechanics, then it is often necessary to let usage of many of the game mechanics go away. Most experienced GMs are like this. It is not that they ignore the rules, s/he just does not stop every time to consult the rules and apply the game system mechanics.
Example: Suppose a character wants to remember a bit of information. Role playing has been very good and strong up to this point. Instead of stopping the game so the GM can consult die rolls, charts, tables, modifiers, and perhaps to hunt for that elusive calculator, the GM decides to give the PC the information, either wholly or partially, so the role playing can continue. This is not cheating/fudging. This is just good GMing and ROLE playing.
Now for the most important question of GM cheating/fudging. Suppose a GM has made an epic campaign, similar to something like J. R. R. Tolkien's
Lord of the Rings. Suppose the GM has decided that one of the player characters is to be the main character in this epic campaign, similar to Frodo Baggins. Now suppose, as in the incident when Frodo and Sam are descending the Emyn Muil, that the player fumbles his die roll for his rappelling skill. The character falls to his death. Oops.
Of course, the GM could simply stick with this and allow his epic campaign to now change to another main character (and possibly a whole new group of characters) to now become a story of the search for the One Ring after it is assumed that Frodo Baggins is dead and never reached Mordor. This could be desirable. This could allow the players to make new characters, or to change the direction of their current characters.
What if the GM does not want to totally change his story in this manner? What would be wrong with the GM changing the result to indicate that instead of death, Frodo Baggins ends up badly injured with a broken leg, broken arm, and a bad concussion? This would slow the story down, but not totally change it.
Like most GMs, I hate killing characters. Especially ones that have been in development for many gaming sessions and for much game world time.
However, I have had some players who wanted a death scene. The player of a much beloved character wanted to have the character die in a heart wrenching death scene. The player spoke with me in private about the story line for this. The character is killed. But since the character is beloved by all the other characters, they will probably seek a way to bring her back. They did, making their appeal directly to the Ruler of the Gods after a very long and arduous journey (think Eärendil in
The Silmarillion). He had compassion for their appeal and agreed to allow character to be returned. However, he told them she could not be returned in her previous form. He did allow her to return as an eagle. This was the player's idea. And it was fun, and funny, with both of us keeping this secret from the other players.
As it says in the RM books:
"Like any good craftsman, simply go to your tool set and select the tools that will best suit the job at hand and use those tools."...and...
"Once you, the Gamemaster, understand what is included within the scope of Rolemaster, you should feel free to customize the rules to fit your world. The Rolemaster system has been designed to allow this kind of customization without affecting the basic system balance."...and...
"Every GM should examine and understand what is included within the scope of Rolemaster. And then, he should throw out the things that do not fit his concept of his world. The Rolemaster system has been designed to allow this kind of customization without affecting the basic system balance.
"This is your system. You have taken the plunge. Now make it truly yours! Customize the set of rules until they fit your concept of what your game should be!"Taking that to heart, I have written a customized rule that states:
"As a GM, if a die roll goes against your desired affect with a diametric result, then you may apply a modifier as seen fit to moderate the diametric result." This can be seen as a combination of these three rules from above:
- If a rule does not fit your world, then discard or change as necessary.
- If it interferes with the story, then change as necessary.
- If it interferes with ROLE playing, then change as necessary.
In other words, die roll fudging. Or in another word, cheating. Instead of killing a character, you cripple him/her. And it is
NOT cheating. It is a customization of the set of rules.
One good example is one that happened recently. A player's Bard character decided to sing some songs to hopefully get some tip money from a crowded tavern. The Bard had a total +86 bonus on singing. He rolled a 03, followed by a 78. His total roll was a +11 (86 + 3 - 78). I ROLE played this as the Bard did not sing badly, but the last song he sang was a song disliked by the crowd. Thus, no tips.
If I were to follow the rules absolutely, the above roll would have meant the Bard's singing sucked. However, with my
fudging, it was a
bad song instead of
bad singing.
Thus, in summation, a GM cannot cheat.
rmfr