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What is the point of GM's notes?

Fenris-77

Small God of the Dozens
Supporter
For clarity, I should probably add that I've actually run and played Scum and Villainy a lot more than core Blades, and while the rules are almost identical, the process in play is not, as genre specific stuff (Star Wars most prominently) really informs how things unfold in play, player expectations and player contributions. In both cases the function of 'GM notes' is about the same though.
 

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To be fair, referencing a specific game of game X being played by competent and experienced people isn't really off topic. This is the first time I've gone back to playing Blades in while, as I mostly GM, and I found my experience GMing it really adds to my enjoyment being on the player end. The recursive process of uncovering the setting in play is awesome when everyone, ahem, knows what they're doing. In this case both I and @hawkeyefan have added significant details to the setting in terms of places, NPCs and factions and the result isn't muddled, or unclear, or lacking depth. If I were looking for an example in @Manbearcat 's shoes I'd probably use this game too.

You (understandably) miss @Ovinomancer ‘s meaning here.

He wanted to play with us but was unable to because of schedule so he’s just being silly!

But back to your point, none of the 3 of us playing in this game have any issues (a) following the continuity as it emerges in our play, (b) maintaining the continuity as we play, and (c) maintaining the thematic coherency front-and-center as we play.

I would feel much better if folks would lose the “this (a through c above) isn’t possible” and would just say what I think they’re saying a lot: “I don’t enjoy the process of being a player in these games because the orientation (being a content generator) is jarring to me.”

I’d still recommend them trying the games (or trying them more if they already have), but that statement I’ve created above is neither a testable claim nor conjecture. It’s an uncontroversial biographical footnote about their cognitive state.
 

Ovinomancer

No flips for you!
To be fair, referencing a specific game of game X being played by competent and experienced people isn't really off topic. This is the first time I've gone back to playing Blades in a while, as I mostly GM, and I found my experience GMing it really adds to my enjoyment being on the player end. The recursive process of uncovering the setting in play is awesome when everyone, ahem, knows what they're doing. In this case both I and @hawkeyefan have added significant details to the setting in terms of places, NPCs and factions and the result isn't muddled, or unclear, or lacking depth. If I were looking for an example in @Manbearcat 's shoes I'd probably use this game too.
No, you misunderstand. My fault, it's an inside joke. I was invited to play in this game, and was very excited to do so, but had to decline because my work schedule means I could not commit.
 

I wouldn't say the games I was involved in, where the players had direct input in the setting design, were trite or shallow so much as they were muddled. My inclination has been to blame that on the fact that different people had different things they wanted in the game/setting, and at least some of those things were not great tastes that went great together.
I've had one very good experience of being involved with setting design as a player. This was for an SF game where the would-be GM had a good general idea of what he wanted his future to be like, but wanted to construct an outline of history from here and now to then. There's a game specifically for doing that, Microscope.

Since this was a play-online game, several years before the pandemic, we did the Microscope session in Google Hangouts, and Google Docs: a word-processor where several people can edit the same document simultaneously is marvellous for getting decisions recorded and agreed quickly. We didn't do any roleplaying within Microscope, but it proved to be good for structuring a brainstorming session.
 

Emerikol

Adventurer
But back to your point, none of the 3 of us playing in this game have any issues (a) following the continuity as it emerges in our play, (b) maintaining the continuity as we play, and (c) maintaining the thematic coherency front-and-center as we play.
I've never made the claim that other people are not satisfied with these aspects when play with your approach.

I would feel much better if folks would lose the “this (a through c above) isn’t possible” and would just say what I think they’re saying a lot: “I don’t enjoy the process of being a player in these games because the orientation (being a content generator) is jarring to me.”
I've never said it's impossible. I've said in practice I haven't seen it successfully done to my satisfaction. I do not attend every game store or play with every possible group in all the country or world.

I’d still recommend them trying the games (or trying them more if they already have), but that statement I’ve created above is neither a testable claim nor conjecture. It’s an uncontroversial biographical footnote about their cognitive state.
Well of course I don't like being an author because that is not the viewpoint I prefer in roleplaying. I've stated elsewhere what the goals of my style of play are. Sandbox, Skilled Play, Non-dissociative character only viewpoint. It's not rocket science. And I don't find the idea jarring at all. I just don't like it so your statement is by no means an absolute truth. I don't enjoy games where everything is made up on the fly. I've given my reasons but you insist that my reasons aren't my reasons. You should take a breath and realize that people are different. They see things differently. That what you enjoy and experience is different than what others do.
 

prabe

Tension, apprension, and dissension have begun
Supporter
I've had one very good experience of being involved with setting design as a player. This was for an SF game where the would-be GM had a good general idea of what he wanted his future to be like, but wanted to construct an outline of history from here and now to then. There's a game specifically for doing that, Microscope.

Since this was a play-online game, several years before the pandemic, we did the Microscope session in Google Hangouts, and Google Docs: a word-processor where several people can edit the same document simultaneously is marvellous for getting decisions recorded and agreed quickly. We didn't do any roleplaying within Microscope, but it proved to be good for structuring a brainstorming session.
That sounds like an effective way to do it. I hope I've been clear that I'm not, like, spiritually opposed to player input of this kind; it's just that the tables I've been at where it existed, there wasn't (as I look back on it) anyone specifically empowered to say "no" to an addition to the setting, and there weren't any specific genre considerations (such as "an SF game") to provide any guidance or foundation for doing so. Maybe the tables were expecting the GM to enforce limits, but the GM was unwilling to. So, things were muddled, or cluttered, or something.
 

Emerikol

Adventurer
That sounds like an effective way to do it. I hope I've been clear that I'm not, like, spiritually opposed to player input of this kind; it's just that the tables I've been at where it existed, there wasn't (as I look back on it) anyone specifically empowered to say "no" to an addition to the setting, and there weren't any specific genre considerations (such as "an SF game") to provide any guidance or foundation for doing so. Maybe the tables were expecting the GM to enforce limits, but the GM was unwilling to. So, things were muddled, or cluttered, or something.
I think there is a group of players that don't want to contribute and if forced to contribute will punish you by suggesting stupid things. e.g. naming their character Michael Jordan in a fantasy setting. There are other players that really embrace a setting and want to extend it. Those players can be encouraged so long as they stay within what is already there. So if a cleric character wants to come up with the marriage rituals for his faith I'm fine with it. It's highly unlikely I've made a note on that as marriage is not common in my games.
 

I've never made the claim that other people are not satisfied with these aspects when play with your approach.


I've never said it's impossible. I've said in practice I haven't seen it successfully done to my satisfaction. I do not attend every game store or play with every possible group in all the country or world.


Well of course I don't like being an author because that is not the viewpoint I prefer in roleplaying. I've stated elsewhere what the goals of my style of play are. Sandbox, Skilled Play, Non-dissociative character only viewpoint. It's not rocket science. And I don't find the idea jarring at all. I just don't like it so your statement is by no means an absolute truth. I don't enjoy games where everything is made up on the fly. I've given my reasons but you insist that my reasons aren't my reasons. You should take a breath and realize that people are different. They see things differently. That what you enjoy and experience is different than what others do.

@Emerikol

Granting you the leeway to say “I wasn’t making an objective claim and my conjecture entirely allows for the prospect of me being wrong/under-informed” is no trouble for me whatsoever.

I accept your framing of this entirely.

But my post wasn’t about you. Be said this in many conversations before that had nothing to do with you. There are dozens (and more) of commenters on this site that hold that exact position. So excluding you from the above does nothing to minimize what I’m saying above.

Finally, please don’t say things like:

“Take a breath...”

Or

“...realize that people are different.”

I take lots of breaths (literally). And I’m quite composed.

No one on this board realizes that “people are different” more than I (not to say I corner the market on that...but I’ll stack my understanding of the human condition and my disdain for essentialism and reductionism against anyone).

If you would, can I ask you to please get back to saying interesting things about techniques and play (preferably with deconstructed play excerpts) as it relates to “GM notes.”
 

prabe

Tension, apprension, and dissension have begun
Supporter
I think there is a group of players that don't want to contribute and if forced to contribute will punish you by suggesting stupid things. e.g. naming their character Michael Jordan in a fantasy setting. There are other players that really embrace a setting and want to extend it. Those players can be encouraged so long as they stay within what is already there. So if a cleric character wants to come up with the marriage rituals for his faith I'm fine with it. It's highly unlikely I've made a note on that as marriage is not common in my games.
While there may be players who punish GMs that way, I never got the feeling that was what was happening. It was a matter of the GM saying, "What do you want in the setting?" and the players saying "This" or "That" and those things not meshing well (at least in my brain, either as a player or as a GM). The larger problem was that (at least in some instances) it was hard, hard work getting ideas out of them. If you ask the players for that kind of input, and you don't get (much of) it, it doesn't make the GM's workload particularly lighter. If there's a difference in the amount of input you get from the players, it's hard not to at least look as though you're playing favorites (especially if the player giving the most input is your wife) but that's a different consideration.
 

That sounds like an effective way to do it. I hope I've been clear that I'm not, like, spiritually opposed to player input of this kind; it's just that the tables I've been at where it existed, there wasn't (as I look back on it) anyone specifically empowered to say "no" to an addition to the setting, and there weren't any specific genre considerations (such as "an SF game") to provide any guidance or foundation for doing so. Maybe the tables were expecting the GM to enforce limits, but the GM was unwilling to. So, things were muddled, or cluttered, or something.

I guess all I can say on this is the following:

1) The overwhelming % of people I play with (virtually all of them) are at least as creative and/or/both as smart as I am. That is certainly the case with @darkbard and his wife, @hawkeyefan , and @Fenris-77 (and it was clear after 1 session).

If I have those resources available to me (and they’re sincere as well, which, again is virtually always the case), I would be appalled at myself (this as an autobiographical footnote about myself) if I didn’t leverage them.

2) In any given situation or any given complex system with multiple independent variables (a game setting for instance), things should be able to “fit together” in a * sensible, provocative, and interesting way.

As such, I find it a rewarding creative challenge to put those pieces together in * such a way.
 

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