Your Morning Head: An Intervention on Fear The Boot

intervention-dan
“If I was playing in a game where everyone is an animal… A game where we’re a wolf pack? I really don’t see that lasting more than one or two sittings before it gets really boring.”

Last week, I wrote about the upcoming intervention the hosts of Fear the Boot have planned for Dan Repperger.  Dan, you see, just can’t wrap his head around any number of character concepts or campaign settings.  His fellow hosts are planning on helping him out of his funk by getting him excited about a genre he has previously held in low regard due to its “limited” potential for extended play – the superhero campaign.

Before I share my thoughts on what makes for great Supers games (a subject for another day), I’d like to share my insight as to the root of Dan’s problem in general.  Are you ready?

Here it comes. 

He’s too quick with the “no.”

Like a liquor store on Christmas Day, his brain has a big sign on it declaring: SORRY, WE’RE CLOSED!

The no is ever-present with Dan.  Always in his back pocket, ready to be presented at a moment’s notice.  Wanna play a pack of wolves struggling to survive against ever-encroaching mankind…?  Nope, won’t work.  Maybe a one shot?  Not a campaign.

SLAM! Sorry.  We’re closed.

Just say yes.  We game for fun’s sake. No is rarely fun.  Anytime you’ve ever had a good time is because someone said Yes. You gotta let your hair down, Dan.  Kick it in the ass and have a blast.

Chad stated in episode 144 that Dan’s not imaginative enough.  I’ve gamed with Dan.  I know he’s got a wicked sharp imagination, but he limits himself rather harshly on the podcast.  Again, the no is a little too ready. What about yes, Dan?  What about yes?

I recommend taking a listen to the guys over at 2D6 Feet in a Random Direction when they talk about “Consider Yes.”

The concept of Consider Yes, as put forth by 2d6 Feet’s co-host Brian Isikoff, is a bias towards yes. As a GM biased towards yes, he is thinking of yes – why might your suggestion work?  Considering Yes requires GM flexibility, but flowing with yes allows for surprises and more player empowerment.

“Consider Yes doesn’t mean just doing everything the players want to do,” Isikoff says.  “There’s a whole range.  There’s yes.  There’s yes and.  And there’s yes but.”

I try to apply Consider Yes not just to scenes and player actions, but to entire campaign settings.   When you’re running a sandbox game, you have to Consider Yes! Lately, my biggest regrets when I run a game is when I realized that by saying no, I cock-blocked the fun.

Consider Yes, Dan.  Why?  Becauese Yes facillitates the fun.

The FtB hosts are scheduled to record Episode 145, Dan’s intervention, this evening and it is due to drop to the internets Wednesday.

12 comments on “Your Morning Head: An Intervention on Fear The BootAdd yours →

  1. I had a few comments for you Aron but I have to agree with my partner in crime The Hussman, to many rulers in this room.

    I leave by saying this was a great article Aron and I think your right on all counts. Fair warning I think I might rip you off a bit in the coming episode.

  2. Sounds like if you are role-playing with Joe you’d better hush up and jump on his plot train.

  3. Yes, I am well aware of who created what, And I know that Dan and Chad had a big part in creating the WORLD, and Luke and Adam had a big part in creating the Mechanics, For (Tier 1) and Fluff of towns and such.

    But he also created one for Transformers, and he had a whole battle tech saga created. The silver scorpions is a great idea.

  4. I think Dan does have imagination, but some of the problem might be the system he is trying to play in. If he thinks the system has some flaw that would prevent him from playing the type of character he wants, it might throw up the big NO sign.

    I think thats why he liked SoG and His DanVerse. He created those, so you cant say he does not have imagination. I think he is lacking inspiration to spark the imagination.

  5. ‘No’ may be necessary sometimes, but the only reason you are ever sitting down at the table, killing people and taking their stuff is because everyone said ‘yes’ to the game at some point.

    As an older gamer who has moved cities a lot, I’ve had to convince people to try out the hobby or to take the risk to game with me. I’ve had to take the risk of gaming with them. The fun I (and hopefully my players) have had does have more to do with saying ‘yes’ and taking a risk than playing it safe and just saying ‘no.’

  6. Sometimes no is necessary. Players can often put their individual desires over that of the group, and sometimes what is best for them isn’t best for the group or the game. Sometimes saying No makes a game more fun.

  7. *You’re* wildly incorrect! How’s that for a rebuttal? 😉

    I point to the last part of the article. “There’s a whole range. There’s yes. There’s yes and. And there’s yes but.”

    And sure, there’s also no. But it’s easy to be the No-Guy. Yes is harder, but more rewarding.

  8. “Anytime you’ve ever had a good time is because someone said Yes.”

    I’m sorry, but that’s as wildly incorrect as Dan always saying no. Just because his pendulum is all the way to the right doesn’t mean you need to push yours all the way to the left.

    And your FtB link is incorrect.

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