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="LepcisMagna" data-source="post: 9524086" data-attributes="member: 6750753"><p>So, we're taking both versions of the hypothetical here: players can suggest anything they want by asking ("is there a musket under that tarp?") and any situation which would ordinarily call for a dice roll just succeeds instead ("I hit the troll" or "I jump the gap"). In that situation, there is no mechanism in place to resolve disagreements between players, and the GM is really just playing another character (i.e. all the NPCs in the world), but with less authorial control ("can that NPC actually be my long-lost uncle?"). Once again, I see that as in no way distinct from simply a collaborative story - and there's nothing wrong with that, it's just closer to improv than a game. I do think either version of the hypothetical by itself also leads to this same conclusion, but with more steps.</p><p></p><p></p><p>I presume that when you're talking about actions which succeed but are not correct to you mean something along the lines of: "I shoot the troll." "It regenerates." "I shoot the troll with a fire arrow." "It dies."</p><p>I would imagine such situations would often prove either simplistic (as in this example), but could just as easily become a maddening exercise of trying to guess what the GM wants you to do to proceed (I'm reminded of the secret doors of Tomb of Horrors, though how the GM would tell you that you failed in such a situation also seems contradictory to the premise).</p><p>If you're instead referring to social interactions (e.g. asking the king for his finest steeds or deducing a mystery), we're once again at the point of not needing rules any more (either we're ignoring the ones from the book or we're building a collaborative story which doesn't require them beyond a social contract).</p><p></p><p></p><p>Let's say I'm a player in your group who enjoys rules and would like to ensure we are following them while playing the game, because that is fun for me. What would be a couple examples of rules beyond action resolution (which aren't included in your original proposal of allowing the players to be/do/have anything) I might bring up?</p><p></p><p></p><p>Right, and it's a question of how disagreements in how the story should proceed that's at issue - disagreements being a light word here, since traditionally it's often just the GM saying "roll to find out," though of course disagreements between players are also possible (as are <em>un</em>intentional changes, like the musket example from before).</p></blockquote><p></p>
[QUOTE="LepcisMagna, post: 9524086, member: 6750753"] So, we're taking both versions of the hypothetical here: players can suggest anything they want by asking ("is there a musket under that tarp?") and any situation which would ordinarily call for a dice roll just succeeds instead ("I hit the troll" or "I jump the gap"). In that situation, there is no mechanism in place to resolve disagreements between players, and the GM is really just playing another character (i.e. all the NPCs in the world), but with less authorial control ("can that NPC actually be my long-lost uncle?"). Once again, I see that as in no way distinct from simply a collaborative story - and there's nothing wrong with that, it's just closer to improv than a game. I do think either version of the hypothetical by itself also leads to this same conclusion, but with more steps. I presume that when you're talking about actions which succeed but are not correct to you mean something along the lines of: "I shoot the troll." "It regenerates." "I shoot the troll with a fire arrow." "It dies." I would imagine such situations would often prove either simplistic (as in this example), but could just as easily become a maddening exercise of trying to guess what the GM wants you to do to proceed (I'm reminded of the secret doors of Tomb of Horrors, though how the GM would tell you that you failed in such a situation also seems contradictory to the premise). If you're instead referring to social interactions (e.g. asking the king for his finest steeds or deducing a mystery), we're once again at the point of not needing rules any more (either we're ignoring the ones from the book or we're building a collaborative story which doesn't require them beyond a social contract). Let's say I'm a player in your group who enjoys rules and would like to ensure we are following them while playing the game, because that is fun for me. What would be a couple examples of rules beyond action resolution (which aren't included in your original proposal of allowing the players to be/do/have anything) I might bring up? Right, and it's a question of how disagreements in how the story should proceed that's at issue - disagreements being a light word here, since traditionally it's often just the GM saying "roll to find out," though of course disagreements between players are also possible (as are [I]un[/I]intentional changes, like the musket example from before). [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
GMing: What If We Say "Yes" To Everything?
Top