[ditv[ Say yes or roll the dice question

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dindenver:
Vincent,
  Are there any tips, tricks or nuances to "Say yes or roll the dice"?
  I am designing a game that is going to rely on it heavily and any tips, even if they seem obvious to you, would be greatly appreciated.

  I've played and GM'd DITV, so I feel like I have a handle on the basics, but any info from you would be greatly appreciated.

lumpley:
Oog.

Do you mean "drive play toward conflict" from Dogs in the Vineyard, or the "say yes or roll the dice" that gets thrown around willy nilly in idealogical battles online?

-Vincent

dindenver:
Vincent,
  Hm... I don't know how to answer that. I don't want to "drive players to conflict" as much as I want to make the conflict system be about changing the world...
  Well, basically, the only mechanics are those for changing the world. I want the GM to "say yes or roll the dice" meaning that the PCs pretty much get to do what they like, as long as there is not a villain involved. Does that make sense?
  It's not exactly what DITV does, but not super different either. Any suggestions based on that info? Is that enough to be useful?

lumpley:
The PCs get to do what they want unless and until they bump up against someone else, yes, that makes sense to me.

Let me lay it out, though.

Case 1, the Dogs in the Vineyard case:

"When night comes, I fly up to the moon and grab hold of it. Then I turn it into a firetruck." "What? Knock it off. What do you really do?"

"Hey, does Brother Jed have a shotgun in his barn?" "No, he keeps it in his house." "Okay."

"When night comes, I sneak into the barn." "Yes. There's a couple cows, a sad horse, a bunch of cats in there." "I wait until Brother Jed comes in to do the morning milking." "Yes. He does." "I hide behind the door and stab him with the pitchfork." "Roll dice!"

Case 2, the non-Dogs in the Vineyard case:

"When night comes, I fly up to the moon and grab hold of it. Then I turn it into a firetruck." "Dude, this is a Western, that's nonsense, but the rules say to say yes or roll the dice, so I guess you get to roll for it."

"Hey, does Brother Jed have a shotgun in his barn?" "I think he'd keep it in his house, but the rules say to say yes or roll the dice, so I guess you get to roll for it."

"What's at stake is: Brother Jed murdered him." "Uh, he didn't, at all. Sister Emmy did. But the rules say to say yes or roll the dice, so I guess you get to roll for it, and if you win, he did."

You're asking about case 1, yes?

-Vincent

dindenver:
#1
  Absolutely.

  I guess if I wanted to know about #2, I'd ask Clint (Donjon) or Jared (InSpectres).

  The games is about Supers, so I don't want a character like Superman to have to roll to drive to work or to lift anything. But I do want them to have to roll if they are using their super strength to save the city or change the world. I feel like this is similar to what DITV does in regards to the rules. That you don't really want to bust out the dice unless it is something that matters to the Dogs, right?

  So, what can you say are good design tips and/or good GM tips that drove your design decisions and would be worth passing on to help other designs?

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