
A lot of modern GMing advice advocates for the use of open statement responses: “yes, and”/“no, but”. I for one, feel like the simple ‘no’ is really under-appreciated! So I’ve written up a little blog post exploring why I think ‘no’ makes games a lot more interesting. It looks at some parallels with fiction and how that connects with how we might play at the table!
u/luke_s_rpg — 11 days ago