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*TTRPGs General
GMing: What If We Say "Yes" To Everything?
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<blockquote data-quote="Reynard" data-source="post: 9522094" data-attributes="member: 467"><p>To reiterate, I am talking about this from the perspective of a traditional game, like D&D, where players generally do not have explicit authorial control over elements beyond what they have their PCs attempt in play. So the question oft he cousin is a thing that, in traditional games, is usually considered at best something that must be determined prior to play while character backgrounds are developed.</p><p></p><p>In the other two examples, you just repeated the "yes" part without the player asking. In games like D&D, that is generally not how it works. Players can't just say "this works" -- only GMs can do that. And especially in modern traditional games, there is almost always the presumption of some sort of check or die roll to determine permission or success.</p><p></p><p>Finally, that GM stating at the outset that the PC has a cousin in town is just more setup and railroading that does not need to occur if you have engaged players willing to ask questions and insert their characters into the game.</p><p></p><p>As I stated, this was a simple example meant to illustrate the overall philosophy and approach. The point of the discussion, remember, is to think about how this would work over the long term if the GM always said yes when the question was posed to the GM. "Always say yes" is not, I don't think, the same as "roll to find out."</p></blockquote><p></p>
[QUOTE="Reynard, post: 9522094, member: 467"] To reiterate, I am talking about this from the perspective of a traditional game, like D&D, where players generally do not have explicit authorial control over elements beyond what they have their PCs attempt in play. So the question oft he cousin is a thing that, in traditional games, is usually considered at best something that must be determined prior to play while character backgrounds are developed. In the other two examples, you just repeated the "yes" part without the player asking. In games like D&D, that is generally not how it works. Players can't just say "this works" -- only GMs can do that. And especially in modern traditional games, there is almost always the presumption of some sort of check or die roll to determine permission or success. Finally, that GM stating at the outset that the PC has a cousin in town is just more setup and railroading that does not need to occur if you have engaged players willing to ask questions and insert their characters into the game. As I stated, this was a simple example meant to illustrate the overall philosophy and approach. The point of the discussion, remember, is to think about how this would work over the long term if the GM always said yes when the question was posed to the GM. "Always say yes" is not, I don't think, the same as "roll to find out." [/QUOTE]
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