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General Tabletop Discussion
*TTRPGs General
GMing: What If We Say "Yes" To Everything?
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<blockquote data-quote="PrunellaUK" data-source="post: 9539876" data-attributes="member: 7048285"><p>The nearest I had to this was playing a <em>HeroQuest</em> Glorantha game. If you know the Glorantha world, it's a place where heroic PCs are close to their gods and walk in their steps. At times they can 'heroquest' - in other words enter the foundational myths of their society, play out those myths by acting as avatars of the gods, and even change the stories (in turn altering the fabric of the universe).</p><p></p><p>I remember a session where, after a lot of effort, the players got their community's permission to run a heroquest, and so they entered the "gods' time" and began to act out a great mythic story. It was an interesting session, where the PCs were now gods, playing to the logic of myth and dreams. So across the blasted obsidian landscape of the Greater Darkness, they shapeshifted into lightning, clouds, animals, whatever. They were god-like tricksters pulling off all sorts of mythic feats. Their every action was freighted with religious meaning. And I found myself increasingly saying 'yes' to everything.</p><p></p><p>The critical moment, where one of the PCs disguised themselves as a storm ram and dove into the dark waters of the underworld, leading a pursuing army of demons to drown, was emblematic of the session. It was pure myth, and the PCs stuck the landing because they'd got their heads into that dream logic. But I had to enable them at every turn to embrace that headspace. And that meant a lot of 'yesses'.</p><p></p><p>I think this kind of thing is very session-specific. It worked because we were acting out myth. In a grittier session it might have failed entirely.</p></blockquote><p></p>
[QUOTE="PrunellaUK, post: 9539876, member: 7048285"] The nearest I had to this was playing a [I]HeroQuest[/I] Glorantha game. If you know the Glorantha world, it's a place where heroic PCs are close to their gods and walk in their steps. At times they can 'heroquest' - in other words enter the foundational myths of their society, play out those myths by acting as avatars of the gods, and even change the stories (in turn altering the fabric of the universe). I remember a session where, after a lot of effort, the players got their community's permission to run a heroquest, and so they entered the "gods' time" and began to act out a great mythic story. It was an interesting session, where the PCs were now gods, playing to the logic of myth and dreams. So across the blasted obsidian landscape of the Greater Darkness, they shapeshifted into lightning, clouds, animals, whatever. They were god-like tricksters pulling off all sorts of mythic feats. Their every action was freighted with religious meaning. And I found myself increasingly saying 'yes' to everything. The critical moment, where one of the PCs disguised themselves as a storm ram and dove into the dark waters of the underworld, leading a pursuing army of demons to drown, was emblematic of the session. It was pure myth, and the PCs stuck the landing because they'd got their heads into that dream logic. But I had to enable them at every turn to embrace that headspace. And that meant a lot of 'yesses'. I think this kind of thing is very session-specific. It worked because we were acting out myth. In a grittier session it might have failed entirely. [/QUOTE]
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