The GM in your sample dialogue could use some tips to prevent his players from completely rolling him.
> Player: So I can do anything.
GM: You can solve problems with the abilities you've chosen. Sometimes you'll succeed, other times you'll fail.
> Player: I blow up the moon with my hairdressing skill
GM: Seems implausible. How would that work, exactly?
--- Even when the player proposes to do something nonsensical, "you can't do that" is never an ideal response; it stops the flow. By keeping the exchange going, the GM and player can work together to find something the character wants to do that does feel credible and appropriate to the type of story at hand. Take care >>> Robin
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