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As a DM, what is your default answer to player requests?
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<blockquote data-quote="JamesonCourage" data-source="post: 5724396" data-attributes="member: 6668292"><p>Well, you're now essentially asking me how tight my campaign setting is, which seems like a different question (though related). Because really, like I said in the "Giving Narrative Control" thread, it's different depending on the game. I'll have a much different attitude when the group is playing superheroes in a Mutants and Masterminds game than when we play my fantasy RPG. I'll adapt it to the setting, really. And the mechanics.</p><p></p><p>Mutants and Masterminds has mechanics on warping reality to some degree (for both the players and the GM). It's a game that embraces that style more, so I let that naturally extend to the game when we play. If a player wants something that is minorly convenient, then sure, it doesn't make a big different, and it fits the genre well enough. If it's majorly convenient, they can spend a Hero Point on it. If I want to majorly inconvenience them, I can use my GM Fiat on it.</p><p></p><p>So, whether or not I "say yes" or "say no" is not just dependent on my setting, but also the game. In my superhero game, the bar is lower on plausibility. In my fantasy game, it's higher. Does that help answer your question? Is the "bar on plausibility" what you're going for?</p><p></p><p>If it is, I still stick to "it depends".</p><p></p><p></p><p>See, this was my problem with the "Giving Narrative Control" thread, too. People's definitions are just too broad for me, I guess. In that thread, some people implied narrative control could be as simple as asking, "is there a shortcut?", as it would cause the GM to make a concrete ruling one way or another. That's not narrative control in my opinion, and not offhandedly discarding player input based on your whim is not "trying to say yes" in my opinion.</p><p></p><p>I mean, if that's the case, then I "try to say yes." I never completely disregard my players wants just because I can and what I say goes. I do it for other reasons <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p></p><p>Yeah, I don't equate a style that doesn't utter the mantra "try to say yes" with railroading, but it sounds like others might. </p><p></p><p></p><p>Not my group. Once it was realized, the substance of the world and setting would be destroyed, and immersion would be lost, which is a substantial portion of our fun. Then again, I guess it depends on our definitions of "non-standard request", too. As always, play what you like <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="JamesonCourage, post: 5724396, member: 6668292"] Well, you're now essentially asking me how tight my campaign setting is, which seems like a different question (though related). Because really, like I said in the "Giving Narrative Control" thread, it's different depending on the game. I'll have a much different attitude when the group is playing superheroes in a Mutants and Masterminds game than when we play my fantasy RPG. I'll adapt it to the setting, really. And the mechanics. Mutants and Masterminds has mechanics on warping reality to some degree (for both the players and the GM). It's a game that embraces that style more, so I let that naturally extend to the game when we play. If a player wants something that is minorly convenient, then sure, it doesn't make a big different, and it fits the genre well enough. If it's majorly convenient, they can spend a Hero Point on it. If I want to majorly inconvenience them, I can use my GM Fiat on it. So, whether or not I "say yes" or "say no" is not just dependent on my setting, but also the game. In my superhero game, the bar is lower on plausibility. In my fantasy game, it's higher. Does that help answer your question? Is the "bar on plausibility" what you're going for? If it is, I still stick to "it depends". See, this was my problem with the "Giving Narrative Control" thread, too. People's definitions are just too broad for me, I guess. In that thread, some people implied narrative control could be as simple as asking, "is there a shortcut?", as it would cause the GM to make a concrete ruling one way or another. That's not narrative control in my opinion, and not offhandedly discarding player input based on your whim is not "trying to say yes" in my opinion. I mean, if that's the case, then I "try to say yes." I never completely disregard my players wants just because I can and what I say goes. I do it for other reasons ;) Yeah, I don't equate a style that doesn't utter the mantra "try to say yes" with railroading, but it sounds like others might. Not my group. Once it was realized, the substance of the world and setting would be destroyed, and immersion would be lost, which is a substantial portion of our fun. Then again, I guess it depends on our definitions of "non-standard request", too. As always, play what you like :) [/QUOTE]
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As a DM, what is your default answer to player requests?
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