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What is the point of GM's notes?

prabe

Tension, apprension, and dissension have begun
Supporter
I generally agree with this, though I think I would say that I also want to learn how the players conceive of the world.
Yes. I think I had a similar thought after posting--though I am probably more interested in the players' conceptions of their characters than I am their conceptions of the setting, I am not uninterested in the latter.
But I think we may well disagree when we cash this out in more concrete terms. To go back to a well-trodden example, suppose a player's conception of his/her character is as a finder of secrets, how does one experience that as a GM? And how does one set things up, and adjudicate action declarations, so as to permit this conception to emerge? I suspect we adopt different answers to these sorts of questions.
Oh, we almost certainly answer the questions differently: We play (because we prefer them) different sorts of games, at least mostly. Among other things, I suspect that given the expectations of the games, playing someone as a finder of secrets means something different in Burning Wheel than it does in 5E.
 

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pemerton

Legend
My number one priority as a player is a consistent standard for what good play looks like. It does not have to be a game described in any particular book, but the consistent application of both play principles and techniques is critical to me personally. That's also something I try my damnedest to provide to the people I play with.

What I personally value most in gaming is a shared sense of purpose. It's really what I value most in life. One team. One fight. That's really what draws me to games with more clear objectives. I know what the mission is. In the absence of clear objectives built into a game I will generally try to build that consistency back in.
I think that bolded portion is true of almost everyone. For a sandbox game to run smoothly, you need proactive players that are going to set those goals and then begin pursuing them. Without that a sanbox fails and you need a game where the DM or RPG itself puts the goals out there.
I didn't take Campbell to be referring to a shared sense of purpose among the characters. Nor did I take the "mission" or "goal" to be an in-fiction one. I took him to be referring to the project of playing the game itself. Like When I turn up to the table for pemerton's game, what am I expected to be doing?

My guess is that my group is probably sloppy in this respect by Campbell's standards. Judging from his posting, Campbell brings a degree of intensity/commitment to play that some of my group do, but not others.
 

Maxperson

Morkus from Orkus
But I think we may well disagree when we cash this out in more concrete terms. To go back to a well-trodden example, suppose a player's conception of his/her character is as a finder of secrets, how does one experience that as a GM? And how does one set things up, and adjudicate action declarations, so as to permit this conception to emerge? I suspect we adopt different answers to these sorts of questions.
For me, I would take the player's stated goal for his PC and conform to that input. I'd start letting him found things out during the games. Maybe that the merchant's wife is cheating on him, or the lord is a vampire. That sort of thing. And to forestall the inevitable, "Look, he's playing to discover your notes!!!" that is going to be coming in response to the answer to that trap question, no he isn't playing to discover my notes. He would be playing to achieve his own set goals and my notes would be created to comply with HIS goals and HIS input.
 

pemerton

Legend
I thought this was a pretty decent and fair overview of the two styles. You don't often get that.

My reaction as both a player and a DM is that I would vastly prefer the former.

I think one aspect of the latter is that the authoring the fictional setting's notes as the session rolls along is a major payoff for that style. It feels to me like a collaborative crafting of a story. I think in the latter you'd be far more likely to see a disconnect between what the player thinks is cool and what a character played by that player would want. Playing this way means you must devote a good bit of your energy to being a setting author.
Sure, it is a matter of preference, absolutely.

Challenges in Blades compared to D&D are a bit different, that is true, though there is still plenty of overlap. What's interesting for me is that I've found that my group seems to have a much stronger connection to their character and their roleplay is stronger in Blades versus D&D. Yes, there are elements that have them contributing in a more authorial way, beyond the view of their character. But instead of breaking immersion, those instances seem to actually enhance it in other ways.
My experience as a player in Burning Wheel play contradicts Emerikol's conjecture. It does not feel like the collaborative crafting of a story. It feels like intense identification with my character. When I roll the dice I'm anxious for what will happen to me (ie me as a projection onto the persona of my character). There is no disconnect of the sort Emerikol points to. When I (as my character) try to recall the location of Evard's tower, or hope to meet my brother when I return to my ancestral estate, I don't feel like a setting author. I feel like I am moving through the world that my character inhabits.
 

Maxperson

Morkus from Orkus
I didn't take Campbell to be referring to a shared sense of purpose among the characters. Nor did I take the "mission" or "goal" to be an in-fiction one. I took him to be referring to the project of playing the game itself. Like When I turn up to the table for pemerton's game, what am I expected to be doing?
"That's really what draws me to games with more clear objectives. I know what the mission is. In the absence of clear objectives built into a game I will generally try to build that consistency back in."

It seems clear that he's talking about games, not groups. He specifically says games with with more clear objectives. Missions( gaming groups don't get missions, PCs do). And clear objectives built INTO a game(gaming groups are not built into a game).
 

hawkeyefan

Legend
My experience as a player in Burning Wheel play contradicts Emerikol's conjecture. It does not feel like the collaborative crafting of a story. It feels like intense identification with my character. When I roll the dice I'm anxious for what will happen to me (ie me as a projection onto the persona of my character). There is no disconnect of the sort Emerikol points to. When I (as my character) try to recall the location of Evard's tower, or hope to meet my brother when I return to my ancestral estate, I don't feel like a setting author. I feel like I am moving through the world that my character inhabits.

I haven't played Burning Wheel yet, so my knowledge of it boils down to having read through the book a bit, and then mostly your accounts of play. So I know it is different than how Blades in the Dark functions.

I can see the idea of collaborative storytelling being used to describe Blades. I think very often that gets overstated....it's certainly nothing on par with games like Fiasco or Microscope, but there are elements of it in Blades. So I think I get it as a descriptor, but I think its importance is overstated. It is a small part of the game. I think it's also a part of most games, including D&D, but it's more present in Blades.

However, there are players out there for whom ANY instance of player decision that is not 100% "in character" is a deal breaker. Or at least, any such decision that isn't somehow justified through exception of some sort. For such folks, the idea that players in Blades can select or influence elements of the Score, for example......doesn't work for them.

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pemerton

Legend
I haven't played Burning Wheel yet, so my knowledge of it boils down to having read through the book a bit, and then mostly your accounts of play. So I know it is different than how Blades in the Dark functions.

I can see the idea of collaborative storytelling being used to describe Blades. I think very often that gets overstated....it's certainly nothing on par with games like Fiasco or Microscope, but there are elements of it in Blades. So I think I get it as a descriptor, but I think its importance is overstated. It is a small part of the game. I think it's also a part of most games, including D&D, but it's more present in Blades.

However, there are players out there for whom ANY instance of player decision that is not 100% "in character" is a deal breaker. Or at least, any such decision that isn't somehow justified through exception of some sort. For such folks, the idea that players in Blades can select or influence elements of the Score, for example, doesn't work for them.
As BW is to you, so BitD is to me, or even less b/c I haven't read it, only heard you and other posters talk about it.

I believe that BitD uses the PbtA techniques of ask questions and build on the answers.

In BW the "space" of that technique tends to be filled by Wises-type checks: ie the player posits what his/her PC knows/recalls/is familiar with and then the precise stakes are established and then the check is made and then we know whether things are as the PC thought or whether there's some sort of wrinkle (or worse!). A tentative conjecture is that the BW approach makes it easier to adhere to the 100% "in character" approach.
 

Campbell

Relaxed Intensity
@pemerton has the right of it. For me personally Unity of purpose among players (including the GM) is essential. Unity of purpose between characters is sometimes desirable. Sometimes not so desirable. My worst experiences have come from cases where characters have a unified purpose in game, but their players are looking for dramatically different things from the game.

When I speak about games having clear objectives I mean the game's like reward system and instructions for players. Not the details of the fiction where I actually prefer some ambiguity.

My language choice might not have been the best for mixed company. I am a former Soldier. Everything in my life is a mission.
 

Maxperson

Morkus from Orkus
@pemerton has the right of it. For me personally Unity of purpose among players (including the GM) is essential. Unity of purpose between characters is sometimes desirable. Sometimes not so desirable. My worst experiences have come from cases where characters have a unified purpose in game, but their players are looking for dramatically different things from the game.

When I speak about games having clear objectives I mean the game's like reward system and instructions for players. Not the details of the fiction where I actually prefer some ambiguity.

My language choice might not have been the best for mixed company. I am a former Soldier. Everything in my life is a mission.
Fair enough. The language threw me off. I had initially thought you might be going that way, but then that part I bolded seemed to cement things in the other direction. :)

I don't think that I've ever been in an RPG where we as a group had different individual goals outside of the game fiction. What does that look like?
 

pemerton

Legend
I don't think that I've ever been in an RPG where we as a group had different individual goals outside of the game fiction. What does that look like?
I can't speak for @Campbell, but I can provide an example: one player is looking to play a game of intense character-focused play, really trying to find out what makes a given character tick and what might be the limits of that; and another character is looking to goof around a bit and maybe talk in a funny voice after work.

I think I'm more tolerant of that sort of mis-match than @Campbell, but I agree that it's a mis-match.
 

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