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General Tabletop Discussion
*TTRPGs General
GMing: What If We Say "Yes" To Everything?
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<blockquote data-quote="RenleyRenfield" data-source="post: 9519506" data-attributes="member: 7044197"><p>Ok, sure. Let's talk about that. </p><p></p><p>If we know there are assumptions here, let's address them.</p><p></p><p>Does "GM always say Yes, permit players to override GM rulings/inputs" ?</p><p></p><p>IMHO, Here is why it should not imply such. </p><p>- <strong>Rules still apply</strong>. So rolls are still made. <em>dice can still be used to adjudicate</em></p><p></p><p>ok done. </p><p></p><p>but less dismissive answer is =</p><p></p><p>There is a an underlying fear that GMs are to be controlling of players. Like, the distrust to the degree that GMs worry when they don't have a leash to keep players on, or a rule stick to beat down their requests with.</p><p></p><p>Trust. </p><p></p><p>So we are in fear of breaking trust in a game. And this can happen - regardless of GM always say yes. </p><p></p><p>I "trust" that my players will embrace drama in the game, even if that means embracing failure. <strong>This is framed as a way to show their competence and ability at what they can overcome, how badass they are. </strong></p><p></p><p>My players crave failure, complications, and backstabbing = because it give them righteous glory in whatever they defeat.</p><p></p><p>I'll be honest, "Always say Yes" has brought more incredible stories to the table, any system, because now players know that they have someone, the GM, who is such a big fan, that they will say Yes, and go with the coolest resolution to the event at hand. Thus they, of their own volition, take on more, risk more, suffer greater losses. </p><p></p><p>...</p><p></p><p><strong>TL/DR</strong></p><p>"Reveal a Harsh Truth" = A player that "overrides GM inputs" is telling that GM "I'm not having fun, please hear what is fun for me"....</p></blockquote><p></p>
[QUOTE="RenleyRenfield, post: 9519506, member: 7044197"] Ok, sure. Let's talk about that. If we know there are assumptions here, let's address them. Does "GM always say Yes, permit players to override GM rulings/inputs" ? IMHO, Here is why it should not imply such. - [B]Rules still apply[/B]. So rolls are still made. [I]dice can still be used to adjudicate[/I] ok done. but less dismissive answer is = There is a an underlying fear that GMs are to be controlling of players. Like, the distrust to the degree that GMs worry when they don't have a leash to keep players on, or a rule stick to beat down their requests with. Trust. So we are in fear of breaking trust in a game. And this can happen - regardless of GM always say yes. I "trust" that my players will embrace drama in the game, even if that means embracing failure. [B]This is framed as a way to show their competence and ability at what they can overcome, how badass they are. [/B] My players crave failure, complications, and backstabbing = because it give them righteous glory in whatever they defeat. I'll be honest, "Always say Yes" has brought more incredible stories to the table, any system, because now players know that they have someone, the GM, who is such a big fan, that they will say Yes, and go with the coolest resolution to the event at hand. Thus they, of their own volition, take on more, risk more, suffer greater losses. ... [B]TL/DR[/B] "Reveal a Harsh Truth" = A player that "overrides GM inputs" is telling that GM "I'm not having fun, please hear what is fun for me".... [/QUOTE]
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