benlehman: (Default)
benlehman ([personal profile] benlehman) wrote2005-02-22 05:24 pm

Saying "No"

So Dogs in the Vineyard has some great GMing advice, but my favorite piece is from the system, which is that, as the GM, you have to "say yes, or roll dice." The only way you can stop your players is to play fair, with the system. Nobilis does this, too, and calls it the "Monarda Law," I believe. Phrased like that, it goes like this: "Say yes, or say 'yes, but...'" In the more-fiat-than-Dogs-but-still-not-a-lot-of-it Nobilis system, it amounts to the same thing.

This is great advice.



Great advice most of the time, that is.

See, it all depends on what sort of "no."

If, in Dogs, I say "The stakes of this challenge are 'do I build a nuclear bomb,'" the GM has a responsibility to say "no, shut up" to me. Further, in Nobilis, I'm going to constantly be firing off questions about what sorts of ways I can stretch my abilities "Can I use a creation of punctuation to drop heavy iron balls on someone's head? 'cause it's like a period?" Finding the edges -- the "no"s of the system and setting -- can be an integral part of the play experience.

What is the difference between that "no" and the "no" that makes the player frustrated, angry, and feeling ineffectual?

Thoughts?

[identity profile] benlehman.livejournal.com 2005-02-23 08:26 pm (UTC)(link)
I'm not talking about saying no to assholes. See post to Jon (http://www.livejournal.com/users/benlehman/61412.html?thread=232420#t232420).