I DMed another session of my 2E campaign a couple of nights ago. It was a long session by my now near-elderly standards lasting 7 hours (my wife has been teasing me about my advanced age since I turned 38 a couple of weeks ago). I had a great time but was wiped by the end. As everyone was packing up I did what I always do at the end of a session and asked, "So, what did you think? Is there any feedback?"
The response from one player was what I consider a great compliment. He replied, "you are one of the fairest DM's I have ever played with."
Now, in all honestly, I think that his perspective is because I nearly always say "Yes". It might be, "Yes, but..." or "Yes, and..." but I do always try to say "Yes" if they ask me if their character can do something - it might take a roll to see if they succeed but "yes" they can try. His character was trying to do something a bit different and maybe a little far-fetched earlier in the session and I said, "Sure, roll a d20 and..."
Something dawned on me a while ago. Saying "yes" won't break the game. By "break" I don't mean wreck the mechanics or balance or other more contemporary gaming issues. Instead by "break" I mean break the fun.
"Your fighter wants to try to leap a 50' wide chasm while wearing platemail to flee from the demon? Sure you can give it a try. Roll a percentage for me. If you roll a 99 or 100 you somehow manage to catch an updraft or something and grab a protrusion on the far side of the chasm. I will then roll 1d6 times 100 to see how many feet you fell before you grabbed on. You will take half damage from the fall of that distance. If you roll anything other than a 99 or 100 you fall to the bottom and take damage for falling 1,000 feet. How does that sound?"
That is more fun than being told, "No."