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<blockquote data-quote="Crazy Jerome" data-source="post: 4492147" data-attributes="member: 54877"><p>I don't know how long we have been "saying yes", but it was well before it was called that. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> However, it doesn't come up that much in play. We pretty much take the attitude that if the players are having to ask a lot, we didn't cover something that should have already been covered. Not in a rules sense, but rather the spirit of the campaign. </p><p> </p><p>Also, while I don't mind running a game where players assert narrative control (e.g. Burning Wheel), most of the group prefers that we not run D&D that way. So if the player asks if there is a mage guild in town, the decision I make is solely on the nature of the campaign, not some "cool" idea that the player has.</p><p> </p><p>We don't modify the campaign, on the fly, instantly, for some idea the player just got--because the players specifically do not want the world to be so mallable that it changes based on questons they ask.</p><p> </p><p>Part of the fun of being a clever explorer is knowing which questions to ask, and you can't get that fun if the thing you are asking questions about is changing during the process. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p> </p><p>Now, the campaign does get modified quite a bit, based on their interests. There may very well be a mage guild three towns over, and they might be willing to open a branch office in this town here. Or there might, in fact, be a mage guild here now. If the players are really focused on mage guilds, you can bet there will be mage guilds in the campaign.</p><p> </p><p>You might say we have "delayed say yes". The players can shape future events massively by saying what they want--char pregen, but also campaign direction. They can often manipulate the sandbox to get what they want, sooner or later, if they are willing to pursue it.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 4492147, member: 54877"] I don't know how long we have been "saying yes", but it was well before it was called that. :) However, it doesn't come up that much in play. We pretty much take the attitude that if the players are having to ask a lot, we didn't cover something that should have already been covered. Not in a rules sense, but rather the spirit of the campaign. Also, while I don't mind running a game where players assert narrative control (e.g. Burning Wheel), most of the group prefers that we not run D&D that way. So if the player asks if there is a mage guild in town, the decision I make is solely on the nature of the campaign, not some "cool" idea that the player has. We don't modify the campaign, on the fly, instantly, for some idea the player just got--because the players specifically do not want the world to be so mallable that it changes based on questons they ask. Part of the fun of being a clever explorer is knowing which questions to ask, and you can't get that fun if the thing you are asking questions about is changing during the process. :) Now, the campaign does get modified quite a bit, based on their interests. There may very well be a mage guild three towns over, and they might be willing to open a branch office in this town here. Or there might, in fact, be a mage guild here now. If the players are really focused on mage guilds, you can bet there will be mage guilds in the campaign. You might say we have "delayed say yes". The players can shape future events massively by saying what they want--char pregen, but also campaign direction. They can often manipulate the sandbox to get what they want, sooner or later, if they are willing to pursue it. [/QUOTE]
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