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GM Tip: It's okay to say no. "No, that doesn't fit the tone." "No, that's too powerful." "No, we're not doing that at this table." Be clear, be kind, but don't let boundary-pushing derail the game everyone else wants to play. #ttrpg #rpg #gaming #ttrpgCommunity

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Improv has "yes and" which is very important and a useful tool in GMing but also so is "no but" where you may not be able to give in to a player's wants but you can maybe redirect them to something more acceptable and fun.

But it effectively gave me a second set of spells, and yes, I WILL take 0xp for the encounter if I have to pull those out and win the "unwinnable" encounter. Or use as backup once I can do it w/o penalty. And thanks for the extra sill slots, sucker. 2/2

Addendum: When making PCs jump through hoops or imposing what you think are restrictions, be VERY careful that you don't give them more power in the long-run. Forcing one of my characters to effectively dual-class (1/2e rules) my mage class to go non-Vancian may have made me weaker for months 1/2

And always beware the rules lawyer who writes down and dates every GM ruling as precedent to cite later. Although the worst thing a GM ever gave me was entirely his own idea. He didn't realise how powerful it's be at high-level. Like dodging critical hits and fireballs. Unhittable glass cannon.

Plus when a DM says no, it really opens the door for players to get more creative and that’s how you make those great stories you want to tell years later 😊

YES. I GM for teens at my library's TTRPG program, and this is as vital a skill as system knowledge and spotlight management. In my case there's the helpful framing of authority--I am an adult, they're not; I know more and they're obligated to follow my instructions--but they push like crazy!

I often tell GM's that if you want practice with handling disputes, conflicts, and problems, volunteer to run for teenagers! You'll get better at managing play and experience responding to curveballs (plus it's immeasurably rewarding). You learn to deploy empathy and kindness in hard rulings.

That's one of the best tools at a DM's disposal: saying "no". I see so many newer DMs saying "Rule of Cool it" or "Never say no; find a way to make it a yes". If players don't think there are boundaries or rules, they won't take the game seriously.

I should say that the reverse can also be true. If you deny and shut down everything the players do, they stop thinking they can do anything at all and check out of the game. As with all things, balance is the most important part of a successful game of D&D, and there's no one way to finding it.

My only caveat to this would be that "No" is a tool to be used sparingly. Save the nos for where they're needed, and have a reason. Communicate that reason. Be willing to work with the player to find a way they can be satisfied another way. ...and SOMETIMES, instead of "No," you should say "Leave".