tag:blogger.com,1999:blog-6344001216830600841.post1096519371843169282..comments2016-02-03T00:55:34.982-05:00Comments on Nice @ Dice: “Yes” and “No”: A Game Master’s GuideNathan W.http://www.blogger.com/profile/01314771968407156702noreply@blogger.comBlogger4125tag:blogger.com,1999:blog-6344001216830600841.post-8878739291657937182012-05-06T12:04:04.997-04:002012-05-06T12:04:04.997-04:00You touch on a good point here. I think that estab...You touch on a good point here. I think that establishing expectations is very important. You should also make sure that everyone is on board with the expectations you have in mind. If you're picturing an epic quest against the Big Bad Guy, and everyone else would rather get embroiled in political intrigue, then you're going to have a hard time saying "Yes" or "No" without spoiling somebody's fun - yours or theirs. I think it is a good idea to have some discussion up front about what the campaign should be about, and what style of play you're going to support.Catalysthttps://www.blogger.com/profile/03215301903349738618noreply@blogger.comtag:blogger.com,1999:blog-6344001216830600841.post-10002712434515021542012-05-06T02:42:58.514-04:002012-05-06T02:42:58.514-04:00I love saying yes- as long as it's honestly wi...I love saying yes- as long as it's honestly within my parameters. For a quick one off short game, Yes is an expectation because honestly, players can be insanely creative.<br /><br />NO on the other hand comes in handy with those players that go to extremes. the one that enjoy disrupting the flow.<br /><br />I think sometimes people get locked into only seeing those trends in people- Example: Playing 'Once Upon a Time' with friends and you KNOW someone is inventive and smart and can turn anything on it's head to get the story going their way is tough to play against, but you have to RESIST the habit to ALWAYS call 'Too silly' on them.<br /><br />I think in the main gist of things, it's good that the Players also know where they are going with the story and what is (in general) the Yes area, or the No area; I often play without level limits (I rarely say NO YOU CANNOT GO IN THERE!), but I warn them (That area is wildly dangerous to someone your level)-even if they can SEE they uber-toy and it is ever so shiny. It's supposed to be shiny, and it can be picked up later, when they can not risk perforation so much.<br /><br />When I run a game I try to be as impartial as possible. I enjoy constructing the area, scenario, mechanics (and loose points where players can adlib or make them mini games to break up some of the tension and rolling) and then just...seeing what people do.Danhttp://l1qw1d.deviantart.comnoreply@blogger.comtag:blogger.com,1999:blog-6344001216830600841.post-64613190661493671292012-05-04T16:38:34.714-04:002012-05-04T16:38:34.714-04:00Ha ha! I'll take that under consideration. Tha...Ha ha! I'll take that under consideration. Thanks for the feedback! ^_^Catalysthttps://www.blogger.com/profile/03215301903349738618noreply@blogger.comtag:blogger.com,1999:blog-6344001216830600841.post-59829607828256425112012-05-04T14:13:18.489-04:002012-05-04T14:13:18.489-04:00I think you should say "yes" any time I ...I think you should say "yes" any time I ask to do anything, especially if it'll be awesome. >_><br /><br />But more seriously, agree completely with your take on it, and in practice I've never walked away from a session and though things weren't handled fairly, or that things would've been great if it weren't for that jerky GM who shot down all my ideas. lolhumandisasterhttps://www.blogger.com/profile/12874862852222507726noreply@blogger.com