I don't know how you got there from what I wrote.This reads to me as, "the GM says 'roll' to everything." That's significantly different than the Original Premise.
I don't know how you got there from what I wrote.This reads to me as, "the GM says 'roll' to everything." That's significantly different than the Original Premise.
"Can I play a half giant, half pixie from Mars?"What do you mean by saying yes? Do you mean player succeeds. Do you mean always give auto success or a die roll to anything the player wants to attempt, at a DC the player has a chance of beating?
Maybe something else?
I don't know how you got there from what I wrote.
Words like "succeed" and "try" imply that the GM is still asking for rolls. Or the PCs are making themselves roll.I don't think that is true. Saying "yes" doesn't mean the GM has no input. It means that the world reacts to waht the PCs succeed at, rather than just what they try.
It means that the world reacts to what the PCs do, whatever that might be.
Kind of feels like what we’re doing right now with our PbtA game. You can fail by roll, but a success is a success and whatever the player wanted to accomplish works. On the one hand, it’s fun because you definitely feel heroic for a time, but it is also decidedly non-tactical. Like, anything you want to try will work and I struggle with the lack of pushback at times. Also sometimes other players’ ideas will trend towards to ludicrous and can take me out of the narrative a bit.Just a thought experiment:
What if for a new campaign or just a one shot, the GM said "Yes" to literally everything the players asked or wanted to do. Not "Yes, but," but just "yes, you can do/be/use that."
Normally, the GM hedges, using die rolls or negotiation to craft play and control pacing, and sometimes to maintain a level of control over the world and the characters. What would a game look like where the GM gave up even a hint of control and just narrated the results of the PCs' choices and successful actions?
Just a thought experiment:
What if for a new campaign or just a one shot, the GM said "Yes" to literally everything the players asked or wanted to do. Not "Yes, but," but just "yes, you can do/be/use that."
Normally, the GM hedges, using die rolls or negotiation to craft play and control pacing, and sometimes to maintain a level of control over the world and the characters. What would a game look like where the GM gave up even a hint of control and just narrated the results of the PCs' choices and successful actions?
Maybe we are miscommunicating. See my follow up in post #12.Words like "succeed" and "try" imply that the GM is still asking for rolls. Or the PCs are making themselves roll.
"The GM always says yes" would go something like:
How so?Nope.
My only real objection is that it takes the "game" out of the role-playing game.
What are the rules?How so?