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A GMing telling the players about the gameworld is not like real life
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<blockquote data-quote="Guest&nbsp; 85555" data-source="post: 7558153"><p>I strongly disagree with this. "Yes and" just allows anything the players want to unfold in the campaign. As a player this is the last thing I want, which was why I was so against "Yes and" when I first heard of it. I think the issue here is you are being overly reductive. It isn't simply a choice between 'winging it' with a mother may I approach or "yes and". I do agree with you that when this comes up, it is often around things the GM hasn't thought of in advance. But the GM is the one making the campaign material and knows the organizations, the places, the cultures involved. The GM instead of 'winging it' or saying 'yes' can think it through and try to come up with the most reasonable result to the question "what is there?". If he or she wants, they can factor in the question of Bone Breaking Sect being there, since that is a legitimate thing to look for. But I'd personally not have the answer be based on the player's desire to see them as much as whether it is plausible they'd be there in the first place. Of course this is a campaign set in Jianghu, so there would be a strong possibility of someone being there who knows where Bone Breaking Sect might be found. </p><p></p><p>In the Bone Breaker example, that comes from my campaign. I know the sect, I know its hierarchy and leadership as well as its general procedures for things. I also know the Tea House the players are going to and what kind of clientele tend to be there. My honest solution to the problem would probably to guesstimate a probability and roll for it based off of that information or just make a decision about it. The reason why I do this is I want to preserve the feeling of exploring a real world that operates external to the characters, so it has a sense of realness and immersion. That is not a style that everyone wants, nor is it the only way to get realness and immersion. But it works for me, and it absolutely isn't mother may I. My players are not going around obsequiously asking if they can do this or that, they are earnestly exploring the setting. And believe me, if my judgements start to feel like mother may I, my players let me know. They are not a shy lot.</p></blockquote><p></p>
[QUOTE="Guest 85555, post: 7558153"] I strongly disagree with this. "Yes and" just allows anything the players want to unfold in the campaign. As a player this is the last thing I want, which was why I was so against "Yes and" when I first heard of it. I think the issue here is you are being overly reductive. It isn't simply a choice between 'winging it' with a mother may I approach or "yes and". I do agree with you that when this comes up, it is often around things the GM hasn't thought of in advance. But the GM is the one making the campaign material and knows the organizations, the places, the cultures involved. The GM instead of 'winging it' or saying 'yes' can think it through and try to come up with the most reasonable result to the question "what is there?". If he or she wants, they can factor in the question of Bone Breaking Sect being there, since that is a legitimate thing to look for. But I'd personally not have the answer be based on the player's desire to see them as much as whether it is plausible they'd be there in the first place. Of course this is a campaign set in Jianghu, so there would be a strong possibility of someone being there who knows where Bone Breaking Sect might be found. In the Bone Breaker example, that comes from my campaign. I know the sect, I know its hierarchy and leadership as well as its general procedures for things. I also know the Tea House the players are going to and what kind of clientele tend to be there. My honest solution to the problem would probably to guesstimate a probability and roll for it based off of that information or just make a decision about it. The reason why I do this is I want to preserve the feeling of exploring a real world that operates external to the characters, so it has a sense of realness and immersion. That is not a style that everyone wants, nor is it the only way to get realness and immersion. But it works for me, and it absolutely isn't mother may I. My players are not going around obsequiously asking if they can do this or that, they are earnestly exploring the setting. And believe me, if my judgements start to feel like mother may I, my players let me know. They are not a shy lot. [/QUOTE]
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