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How to get the rest of the party to take notes?

S

Sunseeker

Guest
My game is D&D, but this can apply to any game, though I imagine the question is more meaningful in games that do not by nature require players to take notes.

I have a good memory. I like to take notes to help my memory. But it's kinda reached a point where I'm the party's "log". I keep track of what the quest objectives are, names of towns, important NPCs and by "I" I mean my PC does this. I always have a book in my inventory so that my character can literally take notes on what's happening, where they need to go, what they need to do and who they need to do it for. I don't mind keeping track of these things because it helps me, so I'm not going to stop. Rambling aside it's gotten to the point where people don't pay attention (or at least it feels like they're not) to what's going on and turn to me and ask me for a recap. And I'm tired of this.

Initially I tried to play off my irritation by my character being a secretive jerk. They were a rogue, so that helped. But now they're not and through various plot points and character growth my character is actively trying to not be a selfish jerk. So I'm trying to reconcile that with my copious note-taking and natural good memory, with the real goal being appropriate role-play and a less selfish, less arrogant, less jerkish character but also getting the rest of the players to keep their own notes.

Anywho, any thoughts on how to get players (ideally from a non-DM perspective, it's easy that way: I just say "I'm going to say this once, so take notes.") to take their own notes on what's going on in the game?
 

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Rune

Once A Fool
My game is D&D, but this can apply to any game, though I imagine the question is more meaningful in games that do not by nature require players to take notes.

I have a good memory. I like to take notes to help my memory. But it's kinda reached a point where I'm the party's "log". I keep track of what the quest objectives are, names of towns, important NPCs and by "I" I mean my PC does this. I always have a book in my inventory so that my character can literally take notes on what's happening, where they need to go, what they need to do and who they need to do it for. I don't mind keeping track of these things because it helps me, so I'm not going to stop. Rambling aside it's gotten to the point where people don't pay attention (or at least it feels like they're not) to what's going on and turn to me and ask me for a recap. And I'm tired of this.

When DM, i try to take a moment at the beginning of a session to do a super-brief recap. If your DM does not do this, you could perhaps step up to do it, instead, which might cut down on the in-game exposition. Also, you could save the more detailed (perhaps more easily utilized) information for those more willing to remember that you have it. In other words, you could answer "Wasn't there something or other..." questions instead of just offering information on your own all the time.

Initially I tried to play off my irritation by my character being a secretive jerk. They were a rogue, so that helped. But now they're not and through various plot points and character growth my character is actively trying to not be a selfish jerk. So I'm trying to reconcile that with my copious note-taking and natural good memory, with the real goal being appropriate role-play and a less selfish, less arrogant, less jerkish character but also getting the rest of the players to keep their own notes.

Anywho, any thoughts on how to get players (ideally from a non-DM perspective, it's easy that way: I just say "I'm going to say this once, so take notes.") to take their own notes on what's going on in the game?

One way to look at it would be that your character is getting plenty of opportunites to not be, as you say, a selfish jerk. But that doesn't mean they have to succeed every time. If character growth was easy, everyone would do it. I bet your character's development would still be interesting, even if they draw a line in the sand to keep from being taken advantage of.
 

IMO, most of the notes you are talking about should ideally be supplied by the DM. Complex information about towns and locations should be available as maps. Lore and social information should take the form of Knowledge checks.

More generally, though, it sounds to me like you need to have a discussion with your group - and especially your DM - about what type of a game you want to play. A game requiring "copious notes" for the players to keep track of everything going on is not normal in my experience. Most plots are linear enough that players can keep track of plot objectives and important details without significant assistance. If your game requires an appendix to manage basic decisions, it's much more intricate than most standard published adventures. There's certainly nothing wrong with this style of play, but if the other players aren't getting into the level of fine detail in the world that the DM is creating, it might be time for the style of the game to change a bit.

OTOH, it's possible that the other players are simply being lazy. In which case I would probably just stop taking notes, step back from the leadership role, and see where the adventure goes for a session or two.
 

MNblockhead

A Title Much Cooler Than Anything on the Old Site
When I first got back into DMing after a long time being away from RPGs, I spent a lot of time building my world, storylines, etc. After each session I would write detailed summary and e-mail it to the group. I found that the group I play with with were not interested in taking notes and were not interested in reading a lot of detailed exposition between sessions. Most did not read the between-game summaries. It was a bit of an ego hit, but I can understand that many/most people just want to show up and play a game.

So, I changed my style. I still write up a lot of detail on my world, because I enjoy that, but if players want to know something or need help remembering something, I'll either just tell them or have them make an intelligence check.

Now, the only time I'll require notetaking is for the rare session where there is a strong investigative component, but I try to plan it so everything is resolved in that session.

I look at it like mapping. Some groups like games where the party is expected to map out a dungeon. Most players today, however, do not enjoy this and expect handouts, maps displayed on screens, and/or battlemaps.

The DM has to either adapt his game to the group or be very clear about what kind of game he or she wants to run.

In your case, if it is becoming enjoyable, stop taking notes. If you really like taking notes, then it is going to be difficult because when everyone sees that you are taking notes, you'll come across as a wanker if you refuse to share information. If, however, note-taking is expected by your DM than you should address with the party that the designated notetaker should rotate from session to session. But you, as a player, really have no place to tell other players that they have to keep their own notes.
 

Ratskinner

Adventurer
hmm...I see two options.

a) Talk to the DM about options to mechanically simulate note-taking...probably not acceptable

b) Since you are effectively the group's memory, there is no reason why your rogue character shouldn't use that to his advantage. Cut separate deals with kings etc. so that when the adventure is over your character "remembers" a reward total that is substantially smaller than agreed, meanwhile you go collect a hefty kickback for the king's discount. Don't be shy about forcing them to not react to information that they can't know in character. Besides, if they complain too much, just give them faulty directions or "forget" about a trap. If you are party treasurer as well...whoohoo!
 

Jhaelen

First Post
*shrug* Our group keeps an adventure log. We started this with 3e writing session reports into an actual 'bluebook'. With 4e we went digital and share the reports in a DropBox folder.
At some point we also decided to reward the writer with a small quest reward for their character, because we wanted some incentive for players who weren't normally interested in writing a report.

This has worked very well for us.
 

Lanefan

Victoria Rules
We log our games online after each session, maybe not in precise detail but certainly enough to get anything important across. If people don't read 'em...well...that's not the DM's fault.

Personally, I have a memory like a steel sieve, so I'll often scribble quick notes (both in and out of character) if-when it's obvious we're being told something important that we're expected to remember.

As for the particular situation the OP is in, I can think of a few possible ideas - some more radical than others, all in-character except where obvious:

- next time in town, pick up a similar notebook to the one you have without anyone else's knowledge, and burn it nearly to a crisp. Then, next time you get hit with any significant fire effect tell 'em your book got fried and show them the "evidence". You still secretly have your original book and its contents, and it's up to you (both in and out of character) whether you decide to keep on updating it.
- with co-operation from your DM, next time you're in a combat and get bashed around a bit claim you've suffered some mild brain damage and have forgotten a great many things...including how to write.
- give the book to another literate character and flat-out tell that character "Right - that's my secretarial tour of duty over with. Your turn.".
- or, the most radical solution: again with co-operation from your DM, leave the party and take your notes with you. Turn your character over to the DM as an NPC and roll up something else to play in the party. Then the DM, using your old character and its notes as a foundation, builds a party of NPCs who go on to become direct competitors to the played party...only they now have all the information. :)

The first two ideas above are intended to wean the other characters/players off their reliance on you as secretary. The third is an obvious passing of responsibility. The fourth...well, maybe not for everyone's tastes but I see the potential for some inteesting developments down the line. :)

Lanefan
 

RedSiegfried

First Post
Anywho, any thoughts on how to get players (ideally from a non-DM perspective, it's easy that way: I just say "I'm going to say this once, so take notes.") to take their own notes on what's going on in the game?

Tell the players "No offense, but I'm getting tired of taking notes for the party all the time. I'm going to stop, so please take your own notes from now on. Thanks."

If that gets them upset, too bad. It is not your responsibility to take notes other players and the other players have no right to expect someone else to do it for them.

If that results in a game where people can't keep track of details, to their detriment, then that's a sign that you need to change the game to be less detail oriented, because obviously people are not that interested in the details. And that's okay - sometimes people want something different but it takes a situation like this to bring the topic up.
 

Nagol

Unimportant
Relay what you want them to remember. If you want them to pay attention/make their own notes, don't be subtle. If you want to gain some in-game advantages, be subtle.

"Hey what the name of the Duke again? From the Strapp family, I think. First name of Jacques."

"Hey what going on again? We agreed to kidnap the princess and turn her over to these bozos, but their cheque bounced so now we're kicking butt so we can collect the reward for her rescue."
 

Lanefan

Victoria Rules
Tell the players "No offense, but I'm getting tired of taking notes for the party all the time. I'm going to stop, so please take your own notes from now on. Thanks."

If that gets them upset, too bad. It is not your responsibility to take notes other players and the other players have no right to expect someone else to do it for them.

If that results in a game where people can't keep track of details, to their detriment, then that's a sign that you need to change the game to be less detail oriented, because obviously people are not that interested in the details.
Except that it seems the OP is a player in the game, not the DM, so changing the tone of the game isn't going to be so easy.

Lanefan
 

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