In a comment on The Tough Part About Tactical Encounters, Crazy Jerome made some great points about zero-fudge games and tactical encounters. I asked him if I could make part of his comment into a guest post, and he was nice enough to say yes. (Thanks, CJ!) Here it is.
Asserted as a hidden correlation:
Rule of No Fudge: Never allow a roll if you can’t live with the result.
Corollary: Replace a roll with something that the players can affect through informed choices, even if only an earlier decision.
Rule of Tactically Interesting: Players can affect results through informed choices.
Corollary: Never replace a chance for players to make an informed decision with a die roll.
What do you think of these rules?