What is the point of GM's notes?

Something worth pointing out too is when I GM this kind of game I feel the living world matters more than the GM. So I frequently explain to players how I am resolving something. I will also ask if they think that is a fair way to handle it, take their input, before making a final decision (and sone things I have put to a vote). i don’t get overly precious about ‘my world!’. What I care about is a functioning table, where players can see my good judgments and bad judgments clearly, where their opinions still matter in terms of whether something crossed a believability line. If I make an error and a player points it out, I don’t mind undoing something. For instance if I tell the players they walk into a reception hall and I say a 50 foot tall man sits before them on a dais; if a player points out all the doors are only 3 by 6 feet——that is something that would require modification (same if I accidentally introduced an NPC who had died twenty sessions back. These are extreme examples but this sort of on the spot criticism is a tool players in my groups wield
 

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Fenris-77

Small God of the Dozens
Supporter
@Emerikol So you want your experience validated but at the same time are very happy to throw shade at other people's examples and experiences? I don't get the logic. See your quote below:

It's very much like five authors saying they are going to write a novel together. It's possible it would be a great novel but the likelihood is low. Passing the creative wand if you will from hand to hand will lead to inconsistencies and shallowness in my opinion.

So that approach you've never played or tried, but that other have stated works very well, will, in your opinion, lead to shallowness and inconsistency? Hmm, IDK about anyone else, but that doesn't sounds like validating someone's contra point of view. Quite the opposite in fact. Perhaps that wasn't your intent, I'm not sure.
 

Emerikol

Adventurer
@Emerikol So you want your experience validated but at the same time are very happy to throw shade at other people's examples and experiences? I don't get the logic. See your quote below:

It's very much like five authors saying they are going to write a novel together. It's possible it would be a great novel but the likelihood is low. Passing the creative wand if you will from hand to hand will lead to inconsistencies and shallowness in my opinion.

So that approach you've never played or tried, but that other have stated works very well, will, in your opinion, lead to shallowness and inconsistency? Hmm, IDK about anyone else, but that doesn't sounds like validating someone's contra point of view. Quite the opposite in fact. Perhaps that wasn't your intent, I'm not sure.
If you read the whole post, I very much say this is my perspective and it does not have to be anyone else's. I make the case for why I believe as I do. You can have fun playing a game that I don't using an approach that I don't. That is the beauty of options. I will be right there fighting beside you if anyone wanted to ban anything or even drive it out of the public square. I may not agree with your opinion but I will defend your right to make it.

If you are having fun, how could I possible deny your experience. Yet you continue to deny my own. For me absolutely a game where players author fiction is not one I'd find very immersive. Do I really need to put "for me" everywhere? I do put it out there a good bit. The example above is an attempt to explain my perspective. And you will note the - in my opinion at the end. An attribution that should be unnecessary since everything we write is our opinion.

And I am not unaware of the approach. It's not just some word I've heard of but have no inkling how it works. I've heard plenty of descriptions. I've definitely played in campaigns, briefly, where DMs didn't do much prep and tried to wing it. They failed to wing it effectively even when they were the only one doing the winging. Adding four more people to the equation just increases the likelihood of it failing. Again in my opinion.
 

Fenris-77

Small God of the Dozens
Supporter
No one's trying to convince you, personally, to enjoy it, just that's it is not only possible to play differently but also actually quite successful in precisely the way described. Not, in other words, inconsistent and shallow. Not to put to fine a point on it, but the couple of campaigns you've played in don't carry much explanatory weight in any kind of broader way, although they do certainly explain your opinions.
 

Ovinomancer

No flips for you!
There is a massive difference. The GM is not a player in the typical sense. He is a special player with a special job. This enables the other players, those running characters, to do so from a pure actor stance. Meaning they do what their characters can do and this is deeply satisfying for some people. It feels more real and more immersive.
This is a fairly false distinction. The GM is special because you've assumed that special role, largely because it works well with some systems, not because GM has some kind of inherent specialness. Once we get to the point that the specialness is assigned, and understand this, we can then actually look at how that works rather than stopping at "GMs are special." They really aren't, they're still players in the game, albeit with differentiate roles. And those roles don't tell us anything about the difference in the fiction created except who creates them, which, as I just covered, isn't something inherent.

And, as for actor stance, the players in the secret door example I gave were entirely within actor stance. Saying, "I search for a secret door," is right there in actor stance -- the PC is really hoping to find a secret door to escape the guards and is trying to do so. The difference is the outcome of this, which, for the player, is still largely the same -- the system is engaged and the result says whether or not you find a secret door. The real difference here is that, in the first example, that system is "the GM decides according to what they think it should be" and the second in "the mechanics decide." The players don't step outside their characters in either.
And while in theory, I don't dispute it's possible for everyone to be authors in a roleplaying game and it be believable, I don't feel that it is that way in practice. At least not to me which is why I use the language I do. If I know as a PC that I'm creating something that is not there yet, I am pushed out of my character viewpoint. You may not be but I am.
To be blunt, again -- given you've no experience with other modes of play, what you feel is true is largely irrelevant. People with that experience and who still use both approaches are telling you that this is not correct, but you persist, arguing from ignorance with assurance.

And, to be blunt again -- it's perfectly cool to never, ever get that experience. It's perfectly cool to be super happy with how you play and not want to bother with another system or think that you wouldn't like it anyway. 100% hunky-dory. It's the claims that your method produces a specific result that other methods cannot that's the issue -- you've zero evidence or experience to make this claim, but persist in the face of people that do have both saying otherwise.
It's very much like five authors saying they are going to write a novel together. It's possible it would be a great novel but the likelihood is low. Passing the creative wand if you will from hand to hand will lead to inconsistencies and shallowness in my opinion. Because creating things on the fly for even one person is hard to do well. The GM is not creating things on the fly or at least not very much at all. He is spending time in advance and he can revise as he goes. I don't know how many times I've revisited my map and revised it or moved a city before the game starts. I don't think I could do it as one person let alone five people most of whom aren't nearly as committed to the game as I am.
It's not like writing a novel together at all. It's a completely different thing.
Now having said that, I am happy if it works for you and I am not denying your experience. You should not deny mine. I think you will find a lot of people that use the exact same language because for them it is true as well. A world created on the fly is just not possibly as good a world as one done in advance. We are mortals.
But, you are denying my experience. Just a few pages ago you were broaching the question if my experience even counts as an RPG! Meanwhile, I have 100% been consistently saying that you have a 100% valid way to play, a fun way to play, that I've both played that way and will probably do so again (feeling a hankering for a hexcrawl starting to lurk), and that there's zero wrong with playing this way. The only denying is coming from one direction, and it's not pointed at you.

Has there been some blunt discussion of how play operates? Sure. Can this be uncomfortable? Absolutely, any good criticism should be uncomfortable or it's not doing much. I'm running 5e right now, hugely closer to your preferences than a game like Blades in the Dark. Everything I've said applies to my own play, and I'm not the least bit upset or sorry about that -- I've embraced this, looked at how it works, and decided it's just fine for me. I will use this approach when it suits the goals I have for that game, 100%, without reservation. And I'll also freely admit that I'm currently running a hard railroad, that play is about discovering what's in the notes, and that there's pretty much zero protagonism in my game. And we're having a blast!
So take this to heart. I am not trying to offend you and I am very much doing my best not to interpret what you say as you trying to offend me. When you deny my own experience of a game though, you really should just speak for yourself. When I say something is immersive or shallow, I am speaking for myself. I am happy the hobby is broad and people engage in all sorts of ways. I am fascinated by some of the rules systems you guys develop. I just don't have the time or commitment to play that way for long.
I'm not denying your experience. I'm saying that when you say that your approach gives you X, and you can't get that any other way, that's incorrect. If you say that your approach gives you X in a way you prefer, I'll applaud that you've found the right way for you to play to maximize fun! And, I'll still talk about how games work.
Fine, that is your take but I've clarified what I mean by a living world. If you read @Bedrockgames above, he has the same take. It has value to me and my players. YMMV.
I'm had Bedrockgames on ignore for some time, largely because I got tired of the constant accusations of attacking him, personally, while he's busy attacking others, personally. So, no, thank you.

That your approach has value to you and yours is beyond question, and I've never questioned it.
 

Emerikol

Adventurer
No one's trying to convince you, personally, to enjoy it, just that's it is not only possible to play differently but also actually quite successful in precisely the way described. Not, in other words, inconsistent and shallow. Not to put to fine a point on it, but the couple of campaigns you've in don't carry much explanatory weight in any kind of broader way, although they do certainly explain your opinions.
Isn't consistency and shallowness a matter of opinion? If you play a game and think it is tremendously consistent and deeply immersive, does that mean I would automatically think the same? Are we discussing matters of taste? So when I give my taste preference, that is not an assault upon your own tastes. It is my perspective and experience.
 

Ovinomancer

No flips for you!
Isn't consistency and shallowness a matter of opinion? If you play a game and think it is tremendously consistent and deeply immersive, does that mean I would automatically think the same? Are we discussing matters of taste? So when I give my taste preference, that is not an assault upon your own tastes. It is my perspective and experience.
But, to put a point on it, you haven't played these games. So, how would you know?
 

Arilyn

Hero
Yep, you have to try the minimal/no prep style. It can feel counter-intuitive, but it does work really well. You may dislike it, but it can't be really understood without giving it a whirl. It can't be inconsistent, shallow, non immersive, etc. or the style would not have so many adherents.
 

Fenris-77

Small God of the Dozens
Supporter
Isn't consistency and shallowness a matter of opinion? If you play a game and think it is tremendously consistent and deeply immersive, does that mean I would automatically think the same? Are we discussing matters of taste? So when I give my taste preference, that is not an assault upon your own tastes. It is my perspective and experience.
The game you played in isn't the games I run or play in. Suggesting that that is the case is .... pretty odd. Your taste is yours, same with everyone, but your experience, slight as is it is, isn't definitive in any kind of way.
 

Ovinomancer

No flips for you!
Yep, you have to try the minimal/no prep style. It can feel counter-intuitive, but it does work really well. You may dislike it, but it can't be really understood without giving it a whirl. It can't be inconsistent, shallow, non immersive, etc. or the style would not have so many adherents.
Right, the claim that this kind of play creates these kinds of issues directly says that people that play that way like inconsistency and shallowness. Quite the opposite, really -- one of the issues that made me move to exploring other styles of play was a dissatisfaction with the feel of consistency in heavy prep games (it felt forced), and the amount of sheer work necessary to create them.
 

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