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*TTRPGs General
Saying "no" and equality
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<blockquote data-quote="Crazy Jerome" data-source="post: 5443948" data-attributes="member: 54877"><p>Say that there will be limits, but take the players input on those limits--provided if, and only if, they are willing to spend some time collaborating on those limits upfront. Now, it would probably still be a good idea if you provide a starting point, based on your preferences. </p><p> </p><p>So for example, you start with no psionics, by default. Player A says (in a collaboration session, or over email, or however you work it out so that anyone can participate) that she has some ideas for psionics that she wants to try. She elaborates, and you discover that you are willing to go along with this. Player B jumps in and wants to push it even more. You go back and forth, maybe with other people chiming in. Perhaps A helps B get where he wants. Perhaps B is unreasonable, and the <strong>group</strong> decides that you stop with A's suggestions. Any number of things could happen. But when you are done, all the suggestions got heard, and the group agreed to the ones that were chosen.</p><p> </p><p>Now consider the alternate example where B doesn't say anything, perhaps merely assuming in some vague way that what A was suggesting opened up his idea too. Tough, he should have paid more attention. The subset of the group that discussed and paid attention decided what the limits would be. If B wants to change those after the fact, when his character violates them, he has to justify those changes to the whole group. And the burden is very much on him.</p><p> </p><p>Basically, there is a time set aside when the default answer is: "We'll find a way to make this work if at all reasonable and enough of us agree." And then there is a later time when the default answer is: "No, unless you have a darn good reason for another answer." <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5443948, member: 54877"] Say that there will be limits, but take the players input on those limits--provided if, and only if, they are willing to spend some time collaborating on those limits upfront. Now, it would probably still be a good idea if you provide a starting point, based on your preferences. So for example, you start with no psionics, by default. Player A says (in a collaboration session, or over email, or however you work it out so that anyone can participate) that she has some ideas for psionics that she wants to try. She elaborates, and you discover that you are willing to go along with this. Player B jumps in and wants to push it even more. You go back and forth, maybe with other people chiming in. Perhaps A helps B get where he wants. Perhaps B is unreasonable, and the [B]group[/B] decides that you stop with A's suggestions. Any number of things could happen. But when you are done, all the suggestions got heard, and the group agreed to the ones that were chosen. Now consider the alternate example where B doesn't say anything, perhaps merely assuming in some vague way that what A was suggesting opened up his idea too. Tough, he should have paid more attention. The subset of the group that discussed and paid attention decided what the limits would be. If B wants to change those after the fact, when his character violates them, he has to justify those changes to the whole group. And the burden is very much on him. Basically, there is a time set aside when the default answer is: "We'll find a way to make this work if at all reasonable and enough of us agree." And then there is a later time when the default answer is: "No, unless you have a darn good reason for another answer." :p [/QUOTE]
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