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="clearstream" data-source="post: 9520350" data-attributes="member: 71699"><p>The halfling who wanted to fly example and the like remain focused on the player contributing acts for their character, and the GM saying yes or follow the rules. A rule in some game texts goes something like this "Players describe what their characters do." A broad rule like that seems to narrow player contributions to fiction to things their characters do.</p><p></p><p>Say a player wanted to propose a consequence for some action, a theme for some location, a motive for some enemy? In game texts that didn't feature a rule of the sort indicated above (I mean silence on the matter, not other rules extending it) "say yes or follow the rules" would be open to a wider range of contributions.</p><p></p><p>We're assuming the halfling who wanted to fly example operates falls within the scope of extant rules rather than silence. The assumed game text contains rules for flying, their presence implies that flight is only possible through appeal to them, and the halfling has no current means to do that.</p><p></p><p>An overriding "say yes or follow the rules" principle has a powerful effect where the rules are silent. Yet past debates like the one you reference evidence that said silence is divided up (e.g. [USER=3987]@Bagpuss[/USER]'s "setting" and "milieu") and ruled over by equally powerful exogenous rules (unspoken norms and house rules). If one imagines stack-ranking those on the basis of how strongly participants have them in force for themselves, then I suspect that at different tables the "say yes" override will wind up inserted at different places.</p><p></p><p>A group could improve their situation by choosing a text that contains rules they like and doesn't contain rules they don't like, but I suspect it's straightforward- and functional-ness still rests on their having shared the appropriate norms.</p></blockquote><p></p>
[QUOTE="clearstream, post: 9520350, member: 71699"] The halfling who wanted to fly example and the like remain focused on the player contributing acts for their character, and the GM saying yes or follow the rules. A rule in some game texts goes something like this "Players describe what their characters do." A broad rule like that seems to narrow player contributions to fiction to things their characters do. Say a player wanted to propose a consequence for some action, a theme for some location, a motive for some enemy? In game texts that didn't feature a rule of the sort indicated above (I mean silence on the matter, not other rules extending it) "say yes or follow the rules" would be open to a wider range of contributions. We're assuming the halfling who wanted to fly example operates falls within the scope of extant rules rather than silence. The assumed game text contains rules for flying, their presence implies that flight is only possible through appeal to them, and the halfling has no current means to do that. An overriding "say yes or follow the rules" principle has a powerful effect where the rules are silent. Yet past debates like the one you reference evidence that said silence is divided up (e.g. [USER=3987]@Bagpuss[/USER]'s "setting" and "milieu") and ruled over by equally powerful exogenous rules (unspoken norms and house rules). If one imagines stack-ranking those on the basis of how strongly participants have them in force for themselves, then I suspect that at different tables the "say yes" override will wind up inserted at different places. A group could improve their situation by choosing a text that contains rules they like and doesn't contain rules they don't like, but I suspect it's straightforward- and functional-ness still rests on their having shared the appropriate norms. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
GMing: What If We Say "Yes" To Everything?
Top