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A GMing telling the players about the gameworld is not like real life
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<blockquote data-quote="Sadras" data-source="post: 7571953" data-attributes="member: 6688277"><p>That is all true. I tried Plot Points once, but I have a player who pushes the envelope. If the mechanic is vague or loose he will push it. He pushed it so bad, the rest of the players groaned because of the fiction introduced. I realised after that the best thing for me to do was just scrap that idea. I could not have the game lose some internal consistency every time he used a plot point. </p><p></p><p>And despite all the flack we get from using the Say No toolkit in this thread and being lumped under the MMI label, I do not feel bad in using it (Saying No). </p><p></p><p>I DID FEEL BAD when I had to Say No to the player using Plot Points. I don't want to be in that position again. I don't want to be in a position where I have to rise to my understanding of MMI-DM and have to deny someone their ability to change the fiction because of my idea of the internal consistency. I don't want that stress at my table.</p></blockquote><p></p>
[QUOTE="Sadras, post: 7571953, member: 6688277"] That is all true. I tried Plot Points once, but I have a player who pushes the envelope. If the mechanic is vague or loose he will push it. He pushed it so bad, the rest of the players groaned because of the fiction introduced. I realised after that the best thing for me to do was just scrap that idea. I could not have the game lose some internal consistency every time he used a plot point. And despite all the flack we get from using the Say No toolkit in this thread and being lumped under the MMI label, I do not feel bad in using it (Saying No). I DID FEEL BAD when I had to Say No to the player using Plot Points. I don't want to be in that position again. I don't want to be in a position where I have to rise to my understanding of MMI-DM and have to deny someone their ability to change the fiction because of my idea of the internal consistency. I don't want that stress at my table. [/QUOTE]
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A GMing telling the players about the gameworld is not like real life
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