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Introducing Complications Without Forcing Players to Play the "Mother May I?" Game
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<blockquote data-quote="Bedrockgames" data-source="post: 7557242" data-attributes="member: 85555"><p><em><em></em></em></p><p><em><em></em></em></p><p><em><em>All the GM is deciding is what is at the tea house when the players get there. He isn't necessarily weighing in on their desire to see sect members there. He can, that could be something that informs his decision, but it doesn't have to be. By the way, this is one of the reasons many of us rejected the whole "Just say yes" advice when it first emerged, because we felt it effectively let the players decide what is present. Whereas, for a lot of us, or at least for a lot of us much of the time, that isn't the kind of game we are interested in running. We don't see the players declaring their actions as part of shaping what is going on in the setting beyond their character. And again, a big problem with this discussion is the binary nature of 'yes' or 'no'. What is at the tea house isn't a yes no situation. Some of us even occasionally have Inn and Tea House encounter tables to help spark interesting possibilities (Inn Encounters: <a href="http://thebedrockblog.blogspot.com/2017/05/wuxia-inspiration-inn-encounters.html" target="_blank">http://thebedrockblog.blogspot.com/2017/05/wuxia-inspiration-inn-encounters.html</a>). What is going on at the tea house, doesn't necessarily have anything at all to do with the player's original intention for going there. In many games, the GM is running the world, and he or she is running it using consistent logic (which could be an effort to emulate the real world, an effort to emulate a more genre-oriented world, etc---but the key is the same person is making these rulings so there is a degree of consistency).</em></em></p></blockquote><p></p>
[QUOTE="Bedrockgames, post: 7557242, member: 85555"] [i][i] All the GM is deciding is what is at the tea house when the players get there. He isn't necessarily weighing in on their desire to see sect members there. He can, that could be something that informs his decision, but it doesn't have to be. By the way, this is one of the reasons many of us rejected the whole "Just say yes" advice when it first emerged, because we felt it effectively let the players decide what is present. Whereas, for a lot of us, or at least for a lot of us much of the time, that isn't the kind of game we are interested in running. We don't see the players declaring their actions as part of shaping what is going on in the setting beyond their character. And again, a big problem with this discussion is the binary nature of 'yes' or 'no'. What is at the tea house isn't a yes no situation. Some of us even occasionally have Inn and Tea House encounter tables to help spark interesting possibilities (Inn Encounters: [url]http://thebedrockblog.blogspot.com/2017/05/wuxia-inspiration-inn-encounters.html[/url]). What is going on at the tea house, doesn't necessarily have anything at all to do with the player's original intention for going there. In many games, the GM is running the world, and he or she is running it using consistent logic (which could be an effort to emulate the real world, an effort to emulate a more genre-oriented world, etc---but the key is the same person is making these rulings so there is a degree of consistency).[/i][/i] [/QUOTE]
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Introducing Complications Without Forcing Players to Play the "Mother May I?" Game
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