Committed Hero
Adventurer
And a player immediately says she counteracts what the NPC does.I did not say that. I said that the answer is "yes."
And a player immediately says she counteracts what the NPC does.I did not say that. I said that the answer is "yes."
Again, saying yes doesn't necessarily mean there are never any die rolls. it depends on the game you are playing and what the player asks of the GM versus what the game engine itself handles.You don’t have to assume the player is out to cheat or power game or otherwise avoid any semblance of story to see how this would quickly devolve into the players just winning all the time.
Can I shoot the bad guy, yes. No attack roll.
Can I shoot the doomsday device out of his hand, yes. No need for all those rules about called shots.
There would be nothing left for the game engine to handle. That's the point.Again, saying yes doesn't necessarily mean there are never any die rolls. it depends on the game you are playing and what the player asks of the GM versus what the game engine itself handles.
Can I hide to gain advantage on my next attack, yes. Now you don't need any rules for stealth.I want to drill down on that difference a little. Some "questions" are really just pulling game engine levers. Most of combat in most traditional RPGs is that. "Can I attack the ogre" is a question but the resolution AFTER the answer of "yes" is up to the game engine (if we are talking about something like D&D). Stealth checks and "Can i sneak past the guard" are a little different because at least as far as 5E and some other versions of D&D are concerned, one of the primary resolution mechanisms in play IS in fact the GM just saying Yes. But, that doesn't mean you don't have situations in which the rules still determine the outcome. Hiding in combat in order to gain sneak attack, for example.
Can I convince the king to give up his crown and make me king, yes. Now you don't need any rules for social encounters.The other thing in RPGs with GMs, though, are the times when the player is asking something OF the GM. This is where the thought experiment says "always say Yes." "Can I play [some weird race or class]" is one such question OF the GM. So is "can I get an audience with the king?" Sometimes asking to affect the world is OF the GM ("can I convince the king to give me lands and title") and sometimes it is something mechanical ("a DC 30 Persuasion check is required to convince the king to grant you lands and title, with the DC reduced because the PC accomplished X, Y or Z things for the king.")
I get that, but this approach will do those things. It's intentionally overlooking the consequences to try to ignore what will logically follow from the basic premise. If you want to honestly examine the concept, intentionally overlooking the obvious consequences is a bad approach.I don't want to dwell too much on players asking thigs that break the game or ruin the story or other such nonsense, because nobody wants to play with those people regardless of the degree to which the GM might say "Yes."
Again, saying yes doesn't necessarily mean there are never any die rolls. it depends on the game you are playing and what the player asks of the GM versus what the game engine itself handles.
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?
I remember having an issue with this when I was playing the Dresden RPG. It ran on the FATE system. It was a while back, so my memory isn't 100%, but there was a way to spend Action Points to add features / truths to the campaign world.Let's say the game takes place where a dragon has captured the king and is demanding tribute or else it will eat the king.
In this scenario, the players could, I suppose, ask "Can we kill the dragon and save the king." Yes. Now go home and make room for players that actually want to play the game.
The point is that there is still an adventure, still obstacles and NPCs and puzzles. But when a player ask something of the GM -- "Is there anyone in the kingdom that knows more about the dragon?" -- the answer is always "yes." And because that is true, when the players ask something, they are telling the GM what kind of adventure they want to go on.
And this isn't going to work for a player who thinks it is their job to beat the GM's adventure. One of the first things were are told about RPGs is that there is no winning or losing, and yet there always seem to be players that absolutely must win, to the detriment of their own fun, even.
You completely ignored the whole point. I don't know why you bothered to respond at all if you are going to do that.Can I hide to gain advantage on my next attack, yes. Now you don't need any rules for stealth.
Likewise.You completely ignored the whole point. I don't know why you bothered to respond at all if you are going to do that.
What can I say, other than that one of the major reasons for discussing things is to get a clearer understanding of the thing for oneself.But you said...
Your original thought experiment seemed to preclude dice rolls as a mechanic to avoid saying yes.