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General Tabletop Discussion
*TTRPGs General
GMing: What If We Say "Yes" To Everything?
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<blockquote data-quote="pemerton" data-source="post: 9523368" data-attributes="member: 42582"><p>I see the thread quite differently. Multiple posters - including me - are trying to make sense of what [USER=467]@Reynard[/USER] is suggesting, based on our actual play experience with various RPGs that appear to approximate in actuality what is being advanced by Reynard as a "thought experiment".</p><p></p><p>In my case, I am also trying to work out why (say) courtly intrigue is supposed to be different, in this context, from (say) exploring a dungeon or (say) fighting a combat.</p><p></p><p>I know why those things are different in classic D&D - classic D&D has rules for resolving dungeon exploration, and rules for resolving combat, but no rules for resolving courtly intrigue. Hence resolving courtly intrigue requires the GM to just make stuff up; and I can see that one approach to making stuff up is to say "yes" to whatever the players propose.</p><p></p><p>But [USER=467]@Reynard[/USER] seems to be generalising this beyond D&D to some category of "traditional RPGs" that is pretty opaque to me, given that it doesn't even extend (as best I can tell) to Traveller or Rolemaster.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9523368, member: 42582"] I see the thread quite differently. Multiple posters - including me - are trying to make sense of what [USER=467]@Reynard[/USER] is suggesting, based on our actual play experience with various RPGs that appear to approximate in actuality what is being advanced by Reynard as a "thought experiment". In my case, I am also trying to work out why (say) courtly intrigue is supposed to be different, in this context, from (say) exploring a dungeon or (say) fighting a combat. I know why those things are different in classic D&D - classic D&D has rules for resolving dungeon exploration, and rules for resolving combat, but no rules for resolving courtly intrigue. Hence resolving courtly intrigue requires the GM to just make stuff up; and I can see that one approach to making stuff up is to say "yes" to whatever the players propose. But [USER=467]@Reynard[/USER] seems to be generalising this beyond D&D to some category of "traditional RPGs" that is pretty opaque to me, given that it doesn't even extend (as best I can tell) to Traveller or Rolemaster. [/QUOTE]
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