Have you been fudging?
I don't know whether you've been fudging AND you don't have to tell me. If you really don't know what it is, I'll tell you: it's when a die result tells you to do one thing in the game and instead you do a different thing.
Now it's traditional at this point to tell you either one of two things:
-Don't ever fudge in this house! We have provided you all the tools to have fun and you don't need to go having extracurricular deviant fun by messing with the rules we gave you. Follow the rules and you will receive the exact amount of fun that is your due and such due which is appropriate to your players.
Like most traditional RPG advice, these are both terrible--ok, well not terrible but poorly thought out.
The first piece of advice is just straight-up inaccurate: there is literally no game in the history of RPGs which has not been profitably fudged by some group somewhere.
The second piece of advice is just lazy, and leaves the GM with questions: If the rules don't always apply, why are we following them ever? What's the point? Is there a downside?
Well, yes, there is a downside: if you fudge enough then they will realize that certain outcomes--like dying in an early scene if they're not cautious, or escaping enemies even though the plot seems to want you to be captured for a scene or two--are off the table. This means they don't have to try as hard or think as hard as they would if the odds of things happening were what they were used to from using the rules all day. It's like telling the players that they only have to try to make the best choices sometimes. And that makes for a less nerve-wracking--and therefore less exciting--game. There are people who like a game that doesn't make them worry all the time--nothing I have written is for them.
Well what's the good advice then?
First, some clarifications:
No RPG Book is Gospel
This ruleset is very likely not ideally suited to your group's ambitions, just as the items of my game group's wardrobe is very likely not suited to your group's various frames. These rules are a starting point for people who believe their ambitions for a game might be similar to ours--and any RPG author who claims different is stupid or lying to make money off you. Despise them.
This book isn't infallible, it's just the closest I could get to infallible for the version of the game I want to play. That means I might've made a mistake but--even more likely--I probably made a rule that works for the game I want to play but not quite for the game you want to play.
This is to be expected, as humans are different. If you're constantly finding RPG rulesets perfect for your ambitions you're probably a really boring person.
So point is: some rules might not work the way you need them to.
Fudging Isn't The Same As Making A New Rule
Fudging is different than making a new rule (or "Making a Ruling" as we sometimes say).
Making a ruling is: you see a rule is not working for how you want to run the game. You decide to change it, you tell everyone at the table you're changing it (if they are the kind of players who care). You make sure they're all ok with that (if not, don't change it. You need consensus.). You then make a new rule which is better for your group than the one I wrote and use that rule forever after or at least until it fails and you go through the process all over again.
Fudging is just ignoring a rule's demands on the spot, but re-using it after that.
Fudging Isn't the Same As Ignoring A Convenient Randomizer's Result
If there's a table for an NPC's name, and you roll on it and don't like the name you got and pick another--that's not fudging. The NPC name table isn't really a "rule" --it's a tool you use to help think up ideas. The players are not relying on that table to make their own decisions, they may not even know that table exists.
Fudging happens when the rules which determine the way the gameworld actually works are suspended after making a contribution.
(A lot of people ask about random encounters. The question is: is the random encounter table you're rolling on merely the most convenient one to hand--there to provide ideas--or was it specially designed to describe the actual ecology of the area? If, in the Abyss, it's established you have a 1% chance of encountering Demogorgon and the players are in the Abyss, then when you roll that result, Demogorgon better show up. Otherwise you're fudging. If you just used the Abyss table because the players wandered into a summoning circle and you didn't have that area prepared and needed an idea, that's not fudging that's deciding the randomizer you used gave you a result that doesn't interest you.)
So What's The Good Advice?
Treat fudging like declaring bankruptcy: try hard not to, but if you really feel have to, learn something so you don't have to do it ever again.
Fudging means that either:
A-You invoked a rule when it wasn't appropriate and realized too late
B-I wrote the rule wrong for that situation
C-You wrote the rule wrong for that situation
If, for example, you have someone roll on their maxxed-out Local Knowledge and it turns out they don't know what street they live on, that probably means A. You made a mistake--feel bad about yourself, fudge, move on, try to have more discretion in the future about when a task is hard enough to require a roll.
If you have an 8 year old PC from Siberia with 2 Knowledge and they roll high enough to instantly know how to field-strip a WW2 Mendoza 7 rifle and nobody at the table can think of a reason why that makes sense on the spot without feeling the whole game is implausible and so taking it less seriously then maybe my Firearms rule is not detailed enough for the game you want to play and you should change it for next time. (Personally I'd be like "Ok, Olav's grandfather owned a gun-shop and made him strip antique rifles on the cinder-block furniture in the basement and hit him on the head with a ruler if he did it wrong. Cool." but maybe your childhood was less depressing than mine.)
Either way: fudging should be as rare as you can possibly make it, but if it happens, treat it as an opportunity to fine-tune either the way you roll or the tools you use to roll with.
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