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GMing: What If We Say "Yes" To Everything?
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<blockquote data-quote="Gorgon Zee" data-source="post: 9524930" data-attributes="member: 75787"><p>I think we have all converged on generally saying "yes" when the rules give the GM latitude to do so as being the normal way most people play when they have a group that trusts and works well together. I can't think of any time in the last few campaigns I've straight up said "no" to anything. It shouldn't affect "moments of dice sending things sideways" as the dice will be used whenever the rules indicate they need to be, same as if you didn't. Overly competent heroes have not been a problem for me, as if the rules take priority and you have good rules, this won't be an issue.</p><p></p><p>The few times I've considered refusing a player assertion, it's been over tone and genre. And if you don't have players you trust to keep tone, that will be an issue. I'm running a One Ring Moria campaign, and one player's reason to visit Moria was that they had an invite to Durin's Birthday party there, which is not actually possible. I was tempted to say no, but decided to go with it and now am working on a scenario involving long-dead ghosts at a birthday party. </p><p></p><p>I also had issues a few years back at a con game where I was running a classic horror (think Karloff and Lugosi) scenario, and on player kept making out-of-genre assertions and taking weird actions. For me, this is the biggest reason that, although in practice I follow this rule, I will reserve the right to say no: The rules might give no advice about playing Sir Loin of Beef, the Knight of Comedy, in my ongoing Pendragon game, but should someone attempt such a thing, I will say "no".</p></blockquote><p></p>
[QUOTE="Gorgon Zee, post: 9524930, member: 75787"] I think we have all converged on generally saying "yes" when the rules give the GM latitude to do so as being the normal way most people play when they have a group that trusts and works well together. I can't think of any time in the last few campaigns I've straight up said "no" to anything. It shouldn't affect "moments of dice sending things sideways" as the dice will be used whenever the rules indicate they need to be, same as if you didn't. Overly competent heroes have not been a problem for me, as if the rules take priority and you have good rules, this won't be an issue. The few times I've considered refusing a player assertion, it's been over tone and genre. And if you don't have players you trust to keep tone, that will be an issue. I'm running a One Ring Moria campaign, and one player's reason to visit Moria was that they had an invite to Durin's Birthday party there, which is not actually possible. I was tempted to say no, but decided to go with it and now am working on a scenario involving long-dead ghosts at a birthday party. I also had issues a few years back at a con game where I was running a classic horror (think Karloff and Lugosi) scenario, and on player kept making out-of-genre assertions and taking weird actions. For me, this is the biggest reason that, although in practice I follow this rule, I will reserve the right to say no: The rules might give no advice about playing Sir Loin of Beef, the Knight of Comedy, in my ongoing Pendragon game, but should someone attempt such a thing, I will say "no". [/QUOTE]
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