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How did 4e take simulation away from D&D?
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<blockquote data-quote="KarinsDad" data-source="post: 5497583" data-attributes="member: 2011"><p>Within the context of the DMG page 28 and 29 where the terminology "Saying Yes" originated, the second example is saying No.</p><p></p><p>The DM is not allowing there to be a Magic Shop in that town which according to the DMG is a campaign loss and "cutting off possibilities".</p><p></p><p>It is my contention that doing this is often OK.</p><p></p><p>It's not required that the DM allow his players to often or even sometimes dictate what elements of the campaign world exist and where they exist.</p><p></p><p>It's the DM's world. He decides what is there or not.</p><p></p><p>The concept of empowering the players to the point that "Saying Yes" to many of their ideas with regard to what exists in the campaign world is not preferable in many cases.</p><p></p><p>The concept of having the DMG tell a DM that doing this is wrong is worse. Having it as a suggestion is fine. But the way "Saying Yes" is worded implies that "Saying No" is badwrongfun and frustrating to players. That's what I am disagreeing with and discussing.</p><p></p><p>Not the semantics that the DM allowed the PC to go look for a Magic Shop that didn't exist. The DM still said "Nope. No magic shop.". He still said No and that's sometimes a good thing.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 5497583, member: 2011"] Within the context of the DMG page 28 and 29 where the terminology "Saying Yes" originated, the second example is saying No. The DM is not allowing there to be a Magic Shop in that town which according to the DMG is a campaign loss and "cutting off possibilities". It is my contention that doing this is often OK. It's not required that the DM allow his players to often or even sometimes dictate what elements of the campaign world exist and where they exist. It's the DM's world. He decides what is there or not. The concept of empowering the players to the point that "Saying Yes" to many of their ideas with regard to what exists in the campaign world is not preferable in many cases. The concept of having the DMG tell a DM that doing this is wrong is worse. Having it as a suggestion is fine. But the way "Saying Yes" is worded implies that "Saying No" is badwrongfun and frustrating to players. That's what I am disagreeing with and discussing. Not the semantics that the DM allowed the PC to go look for a Magic Shop that didn't exist. The DM still said "Nope. No magic shop.". He still said No and that's sometimes a good thing. [/QUOTE]
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