Is the GM a referee? Or are they a performer? Are they adjudicating a game? Or curating an experience?
I strongly dislike the RPG habit of fudging. A GM fudges when they alter die rolls or other randomized elements of the game to steer a session toward a favored outcome. I have previously written about my issues with it. But I also believe it is worth seriously thinking about why fudging is so compelling for many GMs out there.
And one possible reason is that some GMs think of themselves less like impartial adjudicators and more like stage magicians. The verisimilitude is not some external thing that all the people at the table can independently verify, but rather an illusion or trick that the GM is performing for the players.
And the players, like an audience at a stage magic show, have agreed to be deceived. Most people in audience at a magic show are not there to "see through" or "figure out" the trick. They are there to suspend their disbelief and enjoy the performance. A GM who is working with a stage magician mindset will be much more likely to fudge than a GM who is thinking like a referee.
Lie to Me
There isn’t a hard line between these styles. Most DMs are concealing at least some part of their process from the players. Sometimes when a particularly exciting and strange thing happens in a session, a player will ask me, “did you plan that!?” I’m reluctant to explain specifically which aspects of a session's events were firmly rooted in prep contingencies, and which emerged almost completely from the session itself.
That said, I’m generally not a fan of the stage magic approach to GMing, for several reasons.
The exclusive society. GMing with this idea of "the prestige" in mind reinforces the idea that running games is an exclusive skill available only to the select few who, like magicians, have been inducted into the society of GMs. There is a bright line between the magician and the audience at a magic show. Applying the same idea to GMing discourages players from running their own games.
No room for error. When the illusion of stage magic fails, there’s no easy way to get it back. If a magician blows a trick, the audience is not going to believe anything that follows in the performance. The spell has been broken. Likewise, once a player realizes that the verisimilitude of the game is an illusion maintained by the GM's fudge, they're never going to buy into the magic spell again.
At least, that's my own experience as a player. Once I’m aware of how and why the GM is fudging, the nearly limitless scope of potential that makes RPGs shine shrinks down. The game goes from limitless possibilities to only those possibilities that fit with what the GM has predetermined as acceptable outcomes.
In contrast, GMing primarily as a referee or adjudicator gives the GM much more flexibility. They are conversing and negotiating with the players, not performing for them.
Buy-in is difficult. Getting players to consent to this deception without conceding it completely is difficult. For stage magic, it is baked into the very experience that the audience is signing up to be fooled. But the same is not true of RPGs, because of course many games do not feature the prestige at all. Some players may want to be fooled, while others (like me) view it as a dealbreaker.
For My Next Trick
As strongly as I feel about this, I am not a one-true-way GM. As I discussed in the steelmanning post linked above, I can see various reasons why a GM might still choose to fudge.
Ultimately, if the players keep coming back to the stage magician GM’s game, and keep saying they’re having a great time… it is pretty hard for me to argue that the GM is doing something “wrong.” My one request for stage magician GMs is that they ask players to buy in to this arrangement at session zero. Simply advertising the GM's style at the outset solves many of the problems of unaligned expectations.
