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<blockquote data-quote="Reynard" data-source="post: 3450880" data-attributes="member: 467"><p>IMO, those statement aren't necessarily connected, largely because, as far as I am concerned, there is no story. Or, at least, there is no story until it has been told -- at the table, with players and DM and dice all doing their part. Havinga "stoyr" in mind reduces dramatic tension, makes rules arbitration (um) arbitrary, and, overall, creates an experience that is less of a game and less fun.</p><p></p><p>On the other hand, enabling players (and their PCs) is a good idea. "Consider yes" is a great attitude to go with -- mostly because it translates to "stop and think about this; is there a reason to say no?". If there isn't, then say yes. Much better than "Say Yes!" as a slogan, which leads to games that are inflated, boring and just generally unfun.</p></blockquote><p></p>
[QUOTE="Reynard, post: 3450880, member: 467"] IMO, those statement aren't necessarily connected, largely because, as far as I am concerned, there is no story. Or, at least, there is no story until it has been told -- at the table, with players and DM and dice all doing their part. Havinga "stoyr" in mind reduces dramatic tension, makes rules arbitration (um) arbitrary, and, overall, creates an experience that is less of a game and less fun. On the other hand, enabling players (and their PCs) is a good idea. "Consider yes" is a great attitude to go with -- mostly because it translates to "stop and think about this; is there a reason to say no?". If there isn't, then say yes. Much better than "Say Yes!" as a slogan, which leads to games that are inflated, boring and just generally unfun. [/QUOTE]
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