What Chris Perkins can teach all DMs

Coop, over at Pen and Paper Portal posted an interesting little tidbit about his experience playing with Chris Perkins from Wizards of the Coast:

Never say no. Never, ever. If the players wants to do anything, let them, just make sure they roll. A player wants to hide a bow in his shirt? Let him. If he rolls high, no one will notice. If he rolls low, he’s going to look like a fool. In the past, I haven’t flat-out told players “no” to anything, but I have let them know that their idea wouldn’t work. Chris never did that, and usually not only let us do whatever we wanted, but had it play out in a way that made sense to us.

This is such a truism about DMing or Game Mastering in general that it should be plainly obvious. Still, after running games for over 15 years, I’ve been known to forget this core principle. Perhaps it’s borne of fear of the game leaving your control, or something; but it’s easy to say no to ideas that you might not see the beauty of. Saying “no” is something I’ve consciously tried to steer myself away from over the past few years, and will continue to do into the future. And it’s something I’ve noticed while listening to the Penny Arcade/PvP podcast as well. Chris Perkins is a great DM, and often says yes to all the crazy ideas the group has, and the game is enriched by it.

Check it out at Pen and Paper Portal

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Has been the Dungeon Master for the group since the early nineties. It all started when a school friend’s mother ran U1: The Sinister Secret of Saltmarsh for him and some friends. Enthralled by this new thing he'd discovered, he quickly assembled a group of his own and began running games. From that point forward, he was hooked and hasn’t looked back since. He’s run games that run the gamut from old school to indie, and is always looking to try new systems or tinker with existing ones.

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