We started by looking at how player declarations (or the lack of one in terms of passive observation) trigger the process of making a ruling. Then we broke that declaration down into intention, method, and initiation. Now we’re ready to move into the real meat of the rulings process: Resolution.
Resolution is the bridge between intention and outcome. In many ways, you can think of it as a test: The character’s intention is being tested and the result of that test is the outcome of the action. In the most basic terms, therefore, resolution determines whether the character succeeds or fails at their intention. (Although, as we’ll shortly discover, it’s not always that simple.)
DEFAULT TO YES
The easiest ruling for a GM to make is, “No.”
Player: I want to jump over the chasm.
GM: No.
Player: I want to convince the Duchess to support Lord Buckingham.
GM: She refuses to listen.
Player: I ask around town to see if there are any rumors of an ogre in the area.
GM You don’t find any.
When you use “no” everything is simple: There are no complications. No consequences. It’s clean, tidy, and definitive in its finality.
That makes it an incredibly useful tool. It’s also why you should basically never use it.
What you actually want to do is almost the exact opposite: Default to yes.
Player: I want to jump over the chasm.
GM: Okay, you’re on the other side.
Player: I want to convince the Duchess to support Lord Buckingham.
GM: She listens to your proposal and agrees to its merits.
Player: I ask around town to see if there are any rumors of an ogre in the area.
GM: Old Man Hob says that a farmer named Willis was complaining about an ogre killing his sheep last month.
“No” inherently stagnates the action. It leaves the situation unchanged. “Yes”, on the other hand, implicitly moves the action forward: It creates a new situation to which both you and the players will now be forced to respond. Now that they’re on the other side of the chasm, what will they do? How will Lord Buckingham respond to the Duchess’ unexpected support? Will the PCs hunt down Willis’ supposed ogre?
The other reason to default to yes is that, generally speaking, people succeed at most of the things they attempt. You want to drive downtown? Find some information by googling it? Book plane tickets to Cairo? Those are all things which are generally going to happen if you decide to do them.
YES, BUT…
The problem with always saying “yes”, however, is that it lacks challenge. It’s boring and it’s predictable. (It’s also not reflective of the way the world works: Failure, or potential failure, is part of life.)
This means that we need to add another tool to our repertoire: Yes, but…
Player: I want to jump over the chasm.
GM: You leap over the chasm, but as you land on the other side the floor collapses under your weight, sending you plunging down into an abyssal pit…
Player: I want to convince the Duchess to support Lord Buckingham.
GM: She listens with interest to your proposal and seems intrigued, but she wants you to promise that her ancestral rights to the Eastermark will be guaranteed.
Player: I ask around town to see if there are any rumours of an ogre in the area.
GM: Old Man Hob says that a farmer named Willis was complaining about an ogre killing his sheep last month. But as you’re speaking with him, you notice a shadowy figure watching from the corner of the tavern…
“Yes, but…” adds to the idea proposed by the player. It enriches the player’s contribution by making a contribution of your own. Unlike “no” it doesn’t negate. Unlike “yes” it isn’t predictable.
NO, BUT…
That all sounds great, right?
But what happens if what the players want contradicts the known facts of the game world? For example, they want rumors of an ogre, but you know there are no ogres in the area.
You may think that this will bring us back to “no”, but we’re not quite there yet. Generally speaking, the only time “no” is acceptable is if the intention directly contradicts the reality of the game world. So before we get back to “no”, we’re going to make a pit stop at No, but…
Player: Can I find a wizard’s guild?
GM: Yes.
Player: Can I find a wizard’s guild?
GM: Yes, but you’ll have to go to Greyhawk. There isn’t one in this town.
Player: Is there a wizard’s guild in this town?
GM: No, but there’s one in Greyhawk.
Player: Is there a wizard’s guild in town?
GM: In 1982 Berlin? No.
As you can see, No but… is in many ways just Yes, but… looked at from a slightly different angle. Where a clear distinction does exist is when the method by which the character is attempting to achieve their intention isn’t viable: “No, that won’t get you where you want to go. But here’s an alternate way you could achieve that.”
THE SPECTRUM OF GM FIAT
Collectively, let’s refer to this as the spectrum of GM fiat:
- Yes
- Yes, but…
- No, but…
- No
The reason we default to yes – i.e., default to the top of this spectrum and work our way down it – is because any requests being made by the players generally reflect things they want to do. When they say, “I want to do X,” what they’re saying is, “I would find it fun if I could do X.” And unless you’ve got a really, really good reason for prohibiting them from doing those things, it’s generally going to result in a better session if you can figure out (and offer them) a path by which they can do the things they want to do.
Sometimes they’ll reject that path. (“I don’t want to go to Greyhawk. It’s too far away.”) That’s OK. That means they’re prioritizing something else. But give ‘em the meaningful choice instead of taking it away. Choice is, after all, what roleplaying games are all about.
And one of the great strengths of Yes, but… is that it’s actually quite difficult to game the system:
Player: Can I build a nuclear bomb?
GM: Yes, but you’re going to need to figure out some way to get your hands on enriched uranium. And if the government figures out what you’re doing, the words “terrorist watch list” will be the least of your problems.
(Sometimes, of course, you might be dealing with a troll player who keeps asking to fly to the Andromeda galaxy during your World War II campaign. But if that’s routinely happening, then you’ve got a problem that needs to be dealt with in ways that have nothing to do with action resolution.)
If you’re really struggling to avoid No, another useful thing to remember is that a close cousin of Yes, but… is, “Tell me how you’re doing that.” Which is basically the same thing, except that you’re prompting the player to think of their own “but”.
Player: Can I build a nuclear bomb?
GM: Okay. Tell me how you’re doing that.
Player: Well… I’ll need to find a source of enriched uranium. Can I make a Contacts check to see if one of my old Russian buddies might have a hook-up on the black market?
This last exchange also points us in the direction of the exit ramp which will carry us away from the spectrum of GM fiat: “I’m not sure. Let’s find out.”
This is the point where both the GM and the player turn collectively towards fickle fortune (i.e. the game mechanics) to seek an answer. Of course, the GM’s role is not yet complete: If resolution is the process of testing the character’s intention, then this is where the GM designs the test.