hawkeyefan
Legend
A quiet moment where a character brings another one a cup of tea they made just for them, and has a little chat about not being afraid of these new powers is interesting, even if it's very non-action!
Absolutely. It likely will involve something important between or to the characters, and so it's likely interesting to explore that.
Like, the lack of explosions or swordplay doesn't make something uninteresting.
I posted over in the Daggerheart(+) thread about how the list of "types of questions" to ask that Blades presents under the larger heading of "Ask Questions" is probably one of the single most useful bits of GMing advice I've personally taken onboard. Like, I'd just never thought to ask players a lot of those things about their characters as we went about play. Half the delight is how open-ended stuff like that is, toss a question out there and get surprised and delighted by where people take it.
"Ask questions and build on the answers" is definitely great advice. I think it's one of the great elements about games like Blades or Stonetop. It often is misunderstood to be "grant full authorial control to players", but I think it's something that can easily be ported over to D&D, as well.
Claiming that some element of playstyle is objectively best like this is going to get pushback. At least from me.
Do you want your players to sit through stretches of play that they'd find boring? Do you want them to merely tolerate much of the game rather than being engaged by it?
Whereas I feel the GM should be allowing the players to make whatever decisions they want, interesting or otherwise, that are within the power of their PCs to make.
Really? Earlier you said that you as GM aren't there just to enable the players' fun. This comment here would seem to potentially conflict with that.
I am all for the players doing whatever they want... but if it's aimless wandering or just in-character fluff with no real stakes or pathos, then I'm only gonna tolerate it so long before I move things along.