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GMing: What If We Say "Yes" To Everything?
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<blockquote data-quote="Reynard" data-source="post: 9515513" data-attributes="member: 467"><p>In an attempt to actually drag this back on topic:</p><p></p><p>The reason I am presenting the thought experiment is because I am curious if a game would ultimately turn out better or worse (for obviously subjective definitions of those terms) with a "yes" attitude. I think [USER=177]@Umbran[/USER] and others are correct in suggesting it depends a lot on whether the players are asking those questions in good faith, but I would like to start with the assumption that they are. Because why would you play with people that aren't operating in good faith, regardless of anything else?</p><p></p><p>When it comes to saying "yes" to character based stuff -- both mechanically and "fluff" wise -- I think that is easy and beneficial. I am not particularly precious about a setting or even verisimilitude most of them time, so if someone wants to play a weird species or a destined hero or whatever, i am game. Why not?</p><p></p><p>I imagine in play I would ask a lot of clarifying questions and try and get the questions from players down to actions in the world. Here I am more concerned about consistency with the tone and genre at play. "Can I jump that 30' chasm?" is not the same level of "good faith" in high level heroic fantasy than it is in grounded real world cop drama.</p></blockquote><p></p>
[QUOTE="Reynard, post: 9515513, member: 467"] In an attempt to actually drag this back on topic: The reason I am presenting the thought experiment is because I am curious if a game would ultimately turn out better or worse (for obviously subjective definitions of those terms) with a "yes" attitude. I think [USER=177]@Umbran[/USER] and others are correct in suggesting it depends a lot on whether the players are asking those questions in good faith, but I would like to start with the assumption that they are. Because why would you play with people that aren't operating in good faith, regardless of anything else? When it comes to saying "yes" to character based stuff -- both mechanically and "fluff" wise -- I think that is easy and beneficial. I am not particularly precious about a setting or even verisimilitude most of them time, so if someone wants to play a weird species or a destined hero or whatever, i am game. Why not? I imagine in play I would ask a lot of clarifying questions and try and get the questions from players down to actions in the world. Here I am more concerned about consistency with the tone and genre at play. "Can I jump that 30' chasm?" is not the same level of "good faith" in high level heroic fantasy than it is in grounded real world cop drama. [/QUOTE]
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