LostSoul
Adventurer
The Shaman said:I admit I'm not 100% sure what some of the examples mean
Might as well quote the text:
Every moment of play, roll dice or say yes.
If nothing’s at stake, say yes to the players, whatever they’re doing. Just plain go along with them. If they ask for information, give it to them. If they have their characters go somewhere, they’re there. If they want it, it’s theirs.
Sooner or later — sooner, because your town’s pregnant with crisis — they’ll have their characters do something that someone else won’t like. Bang! Something’s at stake. Launch the conflict and roll the dice.
Roll dice or say yes. Roll dice or say yes. Roll dice or say yes.
If that's not clear: you don't get bogged down in things that are unimportant because, if they are just unimportant, you "say yes". If you don't want to "say yes", they are important, and you roll the dice.
An example would be something like this:
The Dogs are searching for a clue to find out who the possessed killer is. They search under the bed, under the dresser, in the dresser, etc. But they don't search under the rug. They don't find the clue, and everyone spent 30 minutes getting nowhere.
Boring.
Instead, when the Dogs start searching, you either "say yes" ("Okay, you search for 30 minutes and under the rug you find a bloodied MacGuffin") or you roll dice.