Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
GMing: What If We Say "Yes" To Everything?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="damiller" data-source="post: 9516296" data-attributes="member: 10995"><p>*Strictly speaking role playing games are not uncut Improv. in that case then always "saying yes" isn't something you can do unless you build the setting every time you play the game. like every session. if I'm playing Star Wars there are tropes that the players are going to expect go along with Star Wars. </p><p></p><p>so if the premise is that we always say yes as a GM then to be consistent we have to do that every session from the beginning unless the players asked “can we continue this next session?”.</p><p></p><p>regardless for me improv works once you find the game. Then the rules of the game change: it's not a game anymore of "yes and". For roleplaying games, in general, that's already done by the game mechanics and/or the intellectual property my campaign is trying to emulate. </p><p></p><p>then for the game to work, we (my players and I) have to slip into “no but”, "no and", "yes but", as well as "yes and". the game is already been established it's our job now as players, the GM included, to play that game. games have rules. rules by their definition exclude Behavior. Take Monopoly (please) "do not pass go do not 200". Not all rules have to exclude behavior, as a teacher we were encouraged to write positive rules: things like "say please", "ask for help", or "jump in this area". but generally rules are exclusive and are about limiting behavior, in general. </p><p></p><p> anyway those are just my thoughts cuz I've been thinking about improv role-playing games and how after you have the yes and, I.E the setting, established you then have to slip into those other phrases in order to play the game otherwise you just endlessly create setting. the only problem with that is you never land on something to solve. </p><p></p><p>*Note: I have not read more than the first or second page before I wanted to comment because the thread title alone just brought something up that I have been thinking about, and I hope it is germane.</p></blockquote><p></p>
[QUOTE="damiller, post: 9516296, member: 10995"] *Strictly speaking role playing games are not uncut Improv. in that case then always "saying yes" isn't something you can do unless you build the setting every time you play the game. like every session. if I'm playing Star Wars there are tropes that the players are going to expect go along with Star Wars. so if the premise is that we always say yes as a GM then to be consistent we have to do that every session from the beginning unless the players asked “can we continue this next session?”. regardless for me improv works once you find the game. Then the rules of the game change: it's not a game anymore of "yes and". For roleplaying games, in general, that's already done by the game mechanics and/or the intellectual property my campaign is trying to emulate. then for the game to work, we (my players and I) have to slip into “no but”, "no and", "yes but", as well as "yes and". the game is already been established it's our job now as players, the GM included, to play that game. games have rules. rules by their definition exclude Behavior. Take Monopoly (please) "do not pass go do not 200". Not all rules have to exclude behavior, as a teacher we were encouraged to write positive rules: things like "say please", "ask for help", or "jump in this area". but generally rules are exclusive and are about limiting behavior, in general. anyway those are just my thoughts cuz I've been thinking about improv role-playing games and how after you have the yes and, I.E the setting, established you then have to slip into those other phrases in order to play the game otherwise you just endlessly create setting. the only problem with that is you never land on something to solve. *Note: I have not read more than the first or second page before I wanted to comment because the thread title alone just brought something up that I have been thinking about, and I hope it is germane. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
GMing: What If We Say "Yes" To Everything?
Top