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General Tabletop Discussion
*TTRPGs General
Introducing Complications Without Forcing Players to Play the "Mother May I?" Game
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<blockquote data-quote="Lanefan" data-source="post: 7555539" data-attributes="member: 29398"><p>A few off-the-cuff thoughts:</p><p></p><p>First, there's nothing inherently wrong with what some (often dismissively) call "mother-may-I" play. No player is ever going to know everything that's possible or not within any given setting and so is going to have to quite reasonably ask. As long as you-as-GM give consistent answers that are true to your setting, you're gold.</p><p></p><p>Second, I think you might be trying to be a little too nice to your players/PCs. Take a harder line - let 'em do what they do and then be stern enough to let the consequences fall where and how they may, even to the point of hauling out the smackdown hammer now and then until they realize that actions can and sometimes will have not-always-pleasant consequences. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>Depends on the consequences. If it's something the PCs might reasonably foresee then bring it up; but if it's something the PCs don't or can't know about then stay mum.</p><p></p><p>As a framework, yes - this is great. </p><p></p><p>However, I'd give them the "relevant things" information first without outlining the opportunities to affect stuff, and see what they come up with on their own. Then if they get stuck or can't think of what to do next I'd try to find a way to drop some hints about the "3 or 4 opportunities".</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7555539, member: 29398"] A few off-the-cuff thoughts: First, there's nothing inherently wrong with what some (often dismissively) call "mother-may-I" play. No player is ever going to know everything that's possible or not within any given setting and so is going to have to quite reasonably ask. As long as you-as-GM give consistent answers that are true to your setting, you're gold. Second, I think you might be trying to be a little too nice to your players/PCs. Take a harder line - let 'em do what they do and then be stern enough to let the consequences fall where and how they may, even to the point of hauling out the smackdown hammer now and then until they realize that actions can and sometimes will have not-always-pleasant consequences. :) Depends on the consequences. If it's something the PCs might reasonably foresee then bring it up; but if it's something the PCs don't or can't know about then stay mum. As a framework, yes - this is great. However, I'd give them the "relevant things" information first without outlining the opportunities to affect stuff, and see what they come up with on their own. Then if they get stuck or can't think of what to do next I'd try to find a way to drop some hints about the "3 or 4 opportunities". [/QUOTE]
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Introducing Complications Without Forcing Players to Play the "Mother May I?" Game
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