How and When to Say No as a GM
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In this episode of Dice and Quills, we tackle one of the most misunderstood — and essential — skills in a GM’s toolkit: knowing how and when to say no.
Whether you’re running games professionally or for friends, the pressure to accommodate every player request can be overwhelming. But when everything is a yes, the game can lose its structure, tone, and emotional weight. Saying no isn’t about control — it’s about clarity, boundaries, and protecting the shared storytelling experience.
We’ll explore the three kinds of no (mechanical, tonal, and boundary), how to frame a no without shutting players down, and why session zero is your best chance to prevent future problems. You’ll hear real-world examples, actionable strategies, and advice for handling tough moments with grace and authority — including what to do when a player keeps pushing after the boundary is set.
This episode is for any GM who’s ever second-guessed their call, struggled to hold the line, or worried that saying no would make them the “bad guy.” It won’t. Done right, it makes you the GM your table can trust.
12 episodes