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<blockquote data-quote="hawkeyefan" data-source="post: 9640598" data-attributes="member: 6785785"><p>I know I would have benefitted if I’d received some of the advice that I received eventually earlier. I can’t really see any reasonable argument against clear guidelines. I feel like that’s kind of the epitome of what a rulebook should strive for. </p><p></p><p>As for a nee lexicon… meh. It’s not really a concern for me. If a game explains what it means when it uses a term, then I can operate under that definition for that game. The hobby is filled with terms of art and other jargon, and we all use those bits that appeal to us. </p><p></p><p></p><p></p><p>Sure, but I’m asking him specifically what he does. Like, if you ask me what my prep for Stonetop looks like, I can describe it. I have a notebook and I have notes. Each page is a session and I take notes during play. The next page I makes notes about what’s possible or likely to happen next session. Every now and then, I devote a page to the Impending Dooms (these are 6-stage timelines for different threats to the town). </p><p></p><p>If you asked me how I prepped for Spire, I could show you the relationship mindmap that I made to start the campaign and the handwritten notes I made during play to update things. </p><p></p><p>What do you do for your game? You mention tools… what tools do you use? </p><p></p><p></p><p></p><p>The argent makes perfect sense. If I choose on a whim or if I choose based on plausibility, I am still choosing… and therefore directing play. </p><p></p><p>The dice “can” or “may” come into play is what makes this unclear to me. Things being certain enough that only one plausible option exists is, in my opinion, a pretty rare thing. </p><p></p><p></p><p></p><p>Sure, the players may have input. I’m not saying they wouldn’t. I’m saying it appears to me that the GM has far more. I think when exploration of the setting is one of the primary focuses of play, that’s just the nature of the beast. </p><p></p><p></p><p></p><p>I don’t know. The prep heavy aspect seem to me to imply that the major input of the players is which of the GMs creations to interact with. Sure, they’re free to go to this nation and try X… in which case all of the prep for that nation and X and all the things the GM has already decided relate to X are going to become relevant. </p><p></p><p>It’s not a bad thing at all. This describes my recent Mothership campaign to a tee.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 9640598, member: 6785785"] I know I would have benefitted if I’d received some of the advice that I received eventually earlier. I can’t really see any reasonable argument against clear guidelines. I feel like that’s kind of the epitome of what a rulebook should strive for. As for a nee lexicon… meh. It’s not really a concern for me. If a game explains what it means when it uses a term, then I can operate under that definition for that game. The hobby is filled with terms of art and other jargon, and we all use those bits that appeal to us. Sure, but I’m asking him specifically what he does. Like, if you ask me what my prep for Stonetop looks like, I can describe it. I have a notebook and I have notes. Each page is a session and I take notes during play. The next page I makes notes about what’s possible or likely to happen next session. Every now and then, I devote a page to the Impending Dooms (these are 6-stage timelines for different threats to the town). If you asked me how I prepped for Spire, I could show you the relationship mindmap that I made to start the campaign and the handwritten notes I made during play to update things. What do you do for your game? You mention tools… what tools do you use? The argent makes perfect sense. If I choose on a whim or if I choose based on plausibility, I am still choosing… and therefore directing play. The dice “can” or “may” come into play is what makes this unclear to me. Things being certain enough that only one plausible option exists is, in my opinion, a pretty rare thing. Sure, the players may have input. I’m not saying they wouldn’t. I’m saying it appears to me that the GM has far more. I think when exploration of the setting is one of the primary focuses of play, that’s just the nature of the beast. I don’t know. The prep heavy aspect seem to me to imply that the major input of the players is which of the GMs creations to interact with. Sure, they’re free to go to this nation and try X… in which case all of the prep for that nation and X and all the things the GM has already decided relate to X are going to become relevant. It’s not a bad thing at all. This describes my recent Mothership campaign to a tee. [/QUOTE]
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