Many gamers advocate the
creed “Say 'yes, and...' ”. This means, when you're running a
game and a player wants his character to do something, you should
always allow it. It is a good rule of thumb, as it empowers the
players and builds a more interesting story.
However, as with many
rules of thumb, it is not hard and fast. Here
are three circumstances where it is okay for the you, as the GM, to
say “No”.
THE ACTION IS IMPOSSIBLE
GM:
“The mobster steps through the front door of the speakeasy carrying
a tommy gun. He locks eyes on you, takes aim, and begins to unload.
What do you do?”
Player:
“I catch the bullets and throw them back at him.”
In
the above example, the GM should look at that player and say “No,
you can't.” The declared action shatters verisimilitude; unless
that is the style of game everyone has agreed to play, such
declarations should be disallowed.
It's
not always quite so obvious, though. Sometimes the impossibility of
an action is not a matter of violating the laws of physics, but
instead is the result of the setting or the story. As another
example:
GM:
“The gleaming steel and glass of the corporate headquarters towers
above you. The front entrance, usually open to the public, stands
closed and locked; somehow, they have been tipped off that you were
coming. What do you do?”
Player:
“I hack into the building's network. I'm looking for the subroutine
which controls the doors.”
If
you have established that this corporation uses a wired network for
security purposes, or the default assumption for the setting is that
corporations use wired networks, the player will not be able to
access it from outside. The declared action is clearly impossible and
you should tell the player “No”.
Things
get less clear if this security feature is not an established part of
the setting. Is it fair to block your player's attempt to move
forward? It depends.
If
you had decided beforehand that the corporation uses a wired
connection, then it is reasonable to mention this fact to the player
when he declares his action. In the game, his character spends a
moment looking for a way to carry out his intended course before
discovering its impossibility, and play moves on. Reality is full of
moments where someone, acting on imperfect information, attempts
something that cannot succeed: the classic example of someone pushing
on a door when they should have pulled.
If
you're deciding on the spot that the corporation uses a wired
connection, so the hacking attempt will fail, then you should instead
let the action work. As GM, it is your job to establish obstacles for
the players to overcome, not to dictate how they overcome those
obstacles. If the players find a valid way to circumvent an obstacle,
their plan is fair game. Let them try it and, if they succeed,
there's always the next obstacle.
THE ACTION WILL DETRACT FROM THE FUN OF THE GROUP
I
will demonstrate this point with a story from my personal experience.
The
very first game I ran was a one-shot of Shadowrun. Of the six
players, one was playing a social character, the group's Face. The
party came up with a plan to infiltrate their target, a corporate
building, by disguising themselves as employees, with the Face going
in as the CEO. After getting past the front desk, they came across a
patrolling drone, controlled remotely by a corporate rigger, which
tried to stop them. The rigger, who also controlled all of the
building's cameras, knew that the CEO was elsewhere so this group
must be impostors.
The
Face declared that he was going to talk the drone down, to convince
its controller that he was the real CEO and that the other one was
the impostor. As he had optimized his character, he rolled impossibly
well so I let the action succeed. The party avoided the combat and
managed to use the ensuing confusion to finish their mission and
escape.
Of
the six players, only the Face got to do much of anything that game.
The other players, whose characters were built for combat, didn't
find a single fight. They were, understandably, bored. Yet, if I had
just declared that no amount of convincing would cause security to
believe that their CEO was an impostor, every player at the table
could have gotten involved in the game and had a good time.
Tabletop
roleplaying is a group activity. One of the jobs of the GM is to make
sure that every player at the table is enjoying him- or herself. If
one player is performing actions that will spoil the fun for everyone
else, even if those actions are valid within the context of the game,
the GM has the authority to say “No”.
It
is important, however, that you not completely lock one player out of
the game. If, in the above example, I had declared that the Face
could never
convince anyone that the party was not a threat, then everyone else
would probably have enjoyed several combats, but the player in
control of the Face would never have gotten to have fun. The trick is
to find the right balance, which is different for every group.
Of
course, if one player is only ever able to have fun at the expense of
the other players, there is a bigger problem at work and the group
needs to sit down and have a discussion. But that is a different
topic altogether.
THE GM IS NOT COMFORTABLE IMPROVISING
GM:
“The shadows coalesce out of the mist, revealing a small town. A
young man comes running up to you, tears in his eyes, and begs for
your help. 'Orcs! They're razing everything!' ”
Player:
“I shove him aside. Let them deal with their own problems. I bet
they can't afford to pay us a reward, anyway.”
GM:
“But all of my preparation is for this town...”
Some
game masters come to the table with nary a note card of preparation.
They craft the world, the story, and the characters on the fly,
building around whatever actions the players take. Other GMs bring
notes, but are equally capable of setting those notes aside when
events in the game render them obsolete.
Yet
not every GM is comfortable coming up with ideas on the spot. Whether
they're running a pre-written adventure, or running from their own
notes, they strive to bring to the table everything needed for a fun
game.
Improvising
is a skill worth having, and the best way to learn it is through
practice; however, it's best to start small. Especially for someone
who is new to GMing, it is difficult to improvise entire scenes and
encounters from nothing. If the players try something that is going
to completely circumvent everything you have planned, and you don't
feel comfortable making up something new on the spot, you have two
options.
The
first is to cut the session short. If you have already played for a
few hours, this is a good option; you can spend the time before your
next session adapting your notes to the new circumstances in the
game. However, if the session is just starting, you probably want to
avoid ending it.
The
second option is to tell the players “No”. Explain the
circumstances to them, apologize, and ask them to play along with
your planned adventure. The point of a game is to have fun and if
given a choice between not playing at all or agreeing to play along,
most players will choose the latter.
Remember,
the GM is a part of the game and you should be able to enjoy yourself
too. If being forced to set aside your notes and attempt to run the
game from scratch will ruin your fun, you have the right to ask the
players not to make you do so.
IN CLOSING
While
you should typically try to be inclusive in your games, allowing the
players to play in whatever manner they wish, there are circumstances
where doing so will cause more harm than good. Whenever a given
action will detract from the game's theme or tone, detract from the
fun of the other players, or detract from your own fun as the GM, it
is valid to deny that action.
Say
“yes, and...” whenever you can, but retain the option to say “No”
if you have to.
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