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General Tabletop Discussion
*TTRPGs General
GMing: What If We Say "Yes" To Everything?
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<blockquote data-quote="BookTenTiger" data-source="post: 9516414" data-attributes="member: 6685541"><p>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.</p><p></p><p>In the Dresden Files lore, undead can't cross moving water. In an early combat with zombies in a city, I spent an Action Point to say there was a fire hydrant nearby. Another character blasted it away, and the moving water really messed with the undead. That was super fun!</p><p></p><p>But in the next encounter with undead, I felt really torn about using the same strategy. Since we were still in a city, it made sense there'd be sources of water around: pipes and sprinkler systems and water tanks... And mechanically, I could spend Action Points to create another source of water.</p><p></p><p>But it felt cheap, so I didn't..</p><p></p><p>In that moment, my suspension of disbelief was shattered and I was totally pulled out of the game. As a player, I want to find advantages, make clever choices, and develop strong strategies. I want the feeling of overcoming the odds.</p><p></p><p>Having to hold back from asking questions or making choices because it would solve the problem too quickly takes me out of the game. If the system allows me to say "Can I kill the dragon and save the king?" then I want the system to support that, and not punish it.</p></blockquote><p></p>
[QUOTE="BookTenTiger, post: 9516414, member: 6685541"] 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. In the Dresden Files lore, undead can't cross moving water. In an early combat with zombies in a city, I spent an Action Point to say there was a fire hydrant nearby. Another character blasted it away, and the moving water really messed with the undead. That was super fun! But in the next encounter with undead, I felt really torn about using the same strategy. Since we were still in a city, it made sense there'd be sources of water around: pipes and sprinkler systems and water tanks... And mechanically, I could spend Action Points to create another source of water. But it felt cheap, so I didn't.. In that moment, my suspension of disbelief was shattered and I was totally pulled out of the game. As a player, I want to find advantages, make clever choices, and develop strong strategies. I want the feeling of overcoming the odds. Having to hold back from asking questions or making choices because it would solve the problem too quickly takes me out of the game. If the system allows me to say "Can I kill the dragon and save the king?" then I want the system to support that, and not punish it. [/QUOTE]
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