Non ho mai giocato a cani, l'ho solo letto quindi li non so come funzioni nella pratica di gioco. Conosco la regola per come è presentata in Burning Wheel nel manuale base a pagina 75, "The Spokes in Play: Vincent's Admonition" dato che lui letteralmente "quota" baker ho pensato che la regole fosse identica, se non lo è mi hai messo la curiosità di sapere la differenza, ti pregherei di esporre
Purtroppo non posso incollarti il pezzo di BW perchè non ho il pdf, invece ho il pdf di d&d4 quindi te lo sparo qua sotto
"Saying Yes
One of the cornerstones of improvisational theater
technique is called “Yes, and . . .” It’s based on the idea
that an actor takes whatever the other actor gives and
builds on that.
That’s your job as well. As often as possible, take
what the players give you and build on it. If they do
something unexpected, run with it. Take it and weave
it back into your story without railroading them into a
fixed plotline.
For example, your characters are searching for a
lich who has been sending wave after wave of minions
at them. One of the players asks if the town they are
in has a guild of wizards or some other place where
wizards might gather. The reasoning goes that such
a place would have records or histories that mention
this lich’s activities in the past, when the lich was still
a living wizard. That wasn’t a possibility you’d anticipated,
and you don’t have anything prepared for it.
Many DMs, at this point, would say, “No, there’s no
wizards’ guild here.”
What a loss! The players end up frustrated, trying to
come up with some other course of action. Even worse,
you’ve set limits to your own campaign. You’ve decided
that this particular town has no association of wizards,
which could serve as a great adventure hook later in
your campaign.
When you say yes, you open more possibilities.
Imagine you say there is a wizards’ guild. You can
select wizards’ names from your prepared lists. You
could pull together a skill challenge encounter you
have half-prepared and set it up as the encounter that
the PCs need to overcome in order to gain access to
the wizards’ records. You could use a mini-dungeon
map to depict the wizards’ library if the PCs decide
to sneak in, and then scrape together an encounter
with a golem or some other guardian. Take a look at
your campaign lists, think about what would help the
PCs find the lich, and tell the players they find that
information after much digging through the wizards’
records.
Instead of cutting off possibilities, you’ve made your
campaign richer, and instead of frustrating your players,
you’ve rewarded them for thinking in creative and
unexpected ways. Make a note of the things you just
invented about this wizards’ cabal (adding them to
your campaign lists), and use the cabal again later in
your campaign. Everyone’s happy!"
ed effettivamente è presentato come consiglio e non come regola .. io però ho giocato prendendola come tale.
EDITO ANCHE IO: per carità, io ho solo risposto riguardo a 2 giochi che conosco.. non mi pare che nel mio post ci fosse pretesa di universalità. volevo solo contribuire con la mia esperienza..