Crimson Longinus
Legend
Wait, what am I rejecting?One of them has been explicitly rejected by several people in this thread, IIRC @Crimson Longinus being one of them (please correct me if I'm wrong on that!)
Wait, what am I rejecting?One of them has been explicitly rejected by several people in this thread, IIRC @Crimson Longinus being one of them (please correct me if I'm wrong on that!)
I might have been mistaken, but I had thought you were one of the people who explicitly rejected the "say yes if you can" policy.Wait, what am I rejecting?![]()
What makes you think that?I might have been mistaken, but I had thought you were one of the people who explicitly rejected the "say yes if you can" policy.
Catching up, and this exchange brought it to my attention, but I have no idea what "say yes if you can" actually means. What are the constraints on "if you can?" It seems that "I, the GM, have a different idea" is sufficient to trip that last clause. This is another bit of non-advice that the DMG provides that is more akin to Rorschach blots than anything else -- it's still going to be up to the table's social contract and the GM's personal set of principles of play to actualize this.I might have been mistaken, but I had thought you were one of the people who explicitly rejected the "say yes if you can" policy.
Is there more context for that? It seems, to me, to be about as weak as "say yes, if you can" just phrased in the inverse. You don't have to dig it up, but I'm not exactly sure where my 4e DMG is right now.@Ovi
The 4e DMG says "Try not to say no" - it clearly recognises that the GM may have a reluctance that they have to overcome!
Reward Clever Ideas
Thinking players are engaged players. In skill challenges, players will come up with uses for skills that you didn’t expect to play a role. Try not to say no. Instead, let them make a roll using the skill at an appropriate DC (usually moderate or hard), or make the skill good for only one success. This encourages players to think about the challenge in more depth and engages more players by making more skills useful.
However, it’s particularly important to make sure these checks are grounded in actions that make sense in the adventure and the situation. If a player asks, “Can I use Diplomacy?” you should ask what exactly the character might be doing to help the party survive in the uninhabited sandy wastes by using that skill. Don’t say no too often, but don’t say yes if it doesn’t make sense in the context of the challenge.
And then it goes on with an example.Saying Yes
One of the cornerstones of improvisational theater technique is called “Yes, and . . .” It’s based on the idea that an actor takes whatever the other actor gives and builds on that. That’s your job as well. As often as possible, take what the players give you and build on it. If they do something unexpected, run with it. Take it and weave it back into your story without railroading them into a fixed plotline.
Skipping to the End
Sometimes adventure designers fail to account for the capabilities of high-level characters or the resourcefulness of clever players, and the players find a way to skip over most of the adventure and get right to the climactic fight. Again, it’s better to say yes and go from there, rather than coming up with an arbitrary reason why their plan doesn’t work. Let the players feel clever, and reward their ingenuity.
This is very clear. I think it's possible to write sensible advice for GMs about how to run that sort of game. And in that sort of game an ability like Rustic Hospitality is probably out-of-place.
Here are some of the key passages in the 4e DMG about saying yes and trying not to say no:Is there more context for that? It seems, to me, to be about as weak as "say yes, if you can" just phrased in the inverse. You don't have to dig it up, but I'm not exactly sure where my 4e DMG is right now.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.