What is the point of GM's notes?


log in or register to remove this ad

Again there are way too many examples of gamers finding oughts in the term story in RPGs for me to say this argument has no weight or is weak. I think you can already see the issues using the term fiction has generated here (and that is without real equivocation). I would definitely say the same issues that plagued the term story will plague this one
On the contrary, the difficulties you have had with the word fiction is insisting that we are using it to mean something we are not.
 


It seems as though you are conflating "the GM has figured this out ahead of time" with "this feels more real." I'll grant it probably feels more objective to the GM, but that's not exactly the same thing as feeling more real to the players, or as fiction.
It is a well established truth that authors who know their world well before writing are more likely on average to produce a compelling and immersive world. That point is not really all that disputable. So in a game, of course there are differences but the ability of the GM to interact with the PCs still benefits for the same reasons with a good knowledge of the existing world. That is the point we are making. That solid reliable world information is a great foundation for making better judgments and providing better info to the PCs as they progress through the world.

I'm not really sure what you mean by objective as that seems like a red herring. When I say more "real", I am saying "easier to suspend disbelief" just like you do when reading a fantasy novel. We all know the fantasy world is not real but we still come to care about the characters and the world. If you are going to get your PCs to care about the world, and if they do care they will be more immersed and more engaged, then that world needs to feel real to them. You are aided in making it feel real to them by having a good foundation of prep that guides your answers.

Edit:
I was once told by a player in one of my campaigns that my setting just felt more like a real place than any other they'd played in. They couldn't say why. It was just a feeling. It's a feeling I want to foster in all my players.
 

All kidding aside, I am quite certain a number of posters challenged the very idea of living worlds. We had pages of debate over it. I am not going to comb through and grab quotes for someone who hasn't made a serious post towards me though
I personally disagreed with your framing of it. Especially the bits where you kept claiming things that I know are hard or virtually impossible (while still being worth pursuing) are easy. Not that your playstyle was impossible or had no value. I said it was impossible to have an entire world contained inside your head, but said the pursuit was a noble one. That does not seem like an attack on a playstyle to me.

I do not think I should have to see sandbox play the same way as you for us to have a conversation. I was not putting down the playstyle. I quite enjoy sandbox play and would hazard we use pretty similar techniques for it. I just see it differently.
 

So in our last game set in FR (Mission to Thay), PCs word of recalled back to the Sword Coast after violently disagreeing with a high ranking member, Syranna, of the Thayan Resurrection (rebel group attempting to overthrow the Lich Szass Tam, current ruler of Thay). The cleric, now in Waterdeep, cast a sending revealing the secret location of the Thayan Resurrection members to the respective Thayan authorities.

I'm curious how indie techniques would resolve possible outcomes listed below or any other outcome, now that the session is over.

1. Syranna is cuptured by Thayan authorities
2. Syranna is killed by Thayan authorities
3. (1) or (2) above and her partner (also mentioned in the module, who was elsewhere) seeks vengeance on PCs.
4. Syranna survives
5. Syranna survives and seeks vengeance on PCs (with or without partner)
None of these. The next time you play, and an action calls the outcome of Syranna into question, it will be resolved according to the result of that action.

More to the point, the entire formulation here is flawed in terms of a Story Now game approach -- you don't have these things set up like this. The sending would actually be an action declaration that would have a resolution of success or failure (or a success with complication) and would be resolved right there. In reality, in most such games, even casting sending would be in question -- spells in D&D are compact bits of player-side fiction introduction that are not tested. What I mean by that is that spells in D&D allow players to change the fictional state of the situation by spending a resource chit and that don't have a chance of failure to occur. Some may fail to have the desired effect, but the act of casting generates no consequences for the caster except the resource chit expended. Many allow automatic changes in the fictional state, like sending does -- unless the GM makes a blocking move, sending sends a message without fail exactly as the PC wants. This isn't how most Story Now games treat such things -- the casting of a spell would likely have stakes attached and be uncertain. So, the very framing of the question has some issues.

Secondly, the idea that the issue of Syranna's fate must be decided offscreen is not well framed for Story Now, either. In Story Now, everything happens on-screen. The fate of Syranna would be decided by adjudication in the moment of player action declarations for their PCs. The best analogy I can see to your example would be that the PCs are going to risk casting a spell, and, if successful, this will generate another test to see how their goal of getting the Thayans to do something about Syranna. On a success, this would establish that the Thayans are going to do something, but that resolution wouldn't be decided now. In fact, if Syranna never comes up again in play, it would be dropped and never considered. If it does come up, it will be because the action requires it, and that would then test to see what might be happening. Perhaps, later, the PCs are doing something that impinges on the fate of Syranna, and fail, and the GM then narrates that Syranna shows up to be a threat, having evaded/defeated the Thayan authorities. Until then, we need not resolve Syranna's fate, and shouldn't.
 

I agree make believe is foundational, and I agree using fiction to just mean stuff we make up isn’t equivocation, but I think if you use fiction or story to describe making stuff up, it leads to problems inevitably the other connotations get mixed in and equivocation arises.

Can you point to a post where fiction was used in this way? Where this problem you foresee has actually come to pass in this discussion?

From what I can see, everyone has been using the term fiction to mean "the stuff we make up when we play" which is the most accurate term we could probably come up with, and that is regardless of the game in question. It's true of D&D and Traveler and Call of Cthulhu and Apocalypse World and everything in between.

this is one reason why the fiction is a problem as a term: can’t you see how it plays much more strongly into story now rather than sandbox? And it is because the term

No, I can't. Not in the way it's actually being used.

You seem to be arguing that fiction means "story" and despite everyone telling you that's not the definition we are using, you ignore that and then discuss as if we mean story.

It is only you that's using that definition. You are the only one equivocating on this.

And this is why fiction is loaded. You are loading assumptions into the word and it has everything to do with style. I would argue, the stuff that happens at the table matters but so does the stuff the GM prepares. If the GM decides "This castle is going to exist in this spot, no matter what" it exists in the setting, whether the players find it or not (and that is important because it should exist in the setting in a sandbox whether they find it, they don't, they find it in session one, or they find it in session 10, and treating as existing matters because even if they don't directly encounter it, they may encounter signs of its existence-----if there are encounters in the area around the castle, very possible those encounters are inhabitance of said castle for example---even if the players don't realize that until ten or twenty sessions later)

If this is how you look at it, then how do you really have a problem with a comment that play is about finding out what's in the GM's notes? Seriously. Sure, there may be more to it.....but by your own description here, a big part of play is about finding out what's in the GM's notes.

And to comment on this castle idea.....sure, I get it. There's a castle and all these encounters the PCs are having in the area are ultimately coming from this hidden castle. Cool. But let's say that before the PCs actually find the castle, they move on. Something else in the sandbox catches their attention and the leave the area, and stop interacting with anything that is related to the castle. And they go about their business until the campaign eventually comes to an end.

When you discuss it with them, you may say "Remember all those creatures in the Desolate Valley? They were all coming from the Haunted Castle nearby....but you guys never explored that hex!" And I get that this is true to you because it was your intention.

But if you don't tell the players this, and instead you just ask them what happened in play, they'll describe the Desolate Valley and all the creatures they fought.....but they will never ever mention the Haunted Castle. Because it never came up in play. It was never established. What if one of them imagined that all those creatures were coming from a portal to another dimension? This is what he imagined would be the case.

Is his imagined reason "real"? Does it "exist" in the same sense as your Castle?


It isn't that simple. Fiction as a term has several distinct meanings. One of those meanings is story. And if you look it up on google, the first definition to pop up is.....

No one is using that definition except you. We've all pointed out "no, not that definition.....the next one".

Except we are seeing it in this thread be used to advance playstyle arguments (much of the discussion has centered around the impossibility of a living world).

Where? That's literally not happening at all.

We're seeing it in this thread be used to defend a playstyle that is perceived to be under attack, when it in fact is not.

No one has said "living world" is impossible. Most folks have acknowledged it's a pretty common goal in RPGs. Dynamic setting was an alternate term that has been offered.....and that's one that I think most of us want to achieve. I'm currently playing in two games each week. One is 5e D&D and the other is Blades in the Dark......in both cases the GM and players are trying to present a dynamic setting.

The issue with "living world" is that it's more a goal of play, rather than a technique. If you asked someone their style of GMing and they said "dynamic setting" you may be a bit confused. You may have some ideas about what it means.....they've given you a goal, and so you may have ideas about obtaining that goal......but how do they obtain it? That will potentially vary by game.

For the two games I'm in, there are methods used for D&D that are not used for BitD, and vice versa, and then there are methods used by both.
 


It is a well established truth that authors who know their world well before writing are more likely on average to produce a compelling and immersive world. That point is not really all that disputable. So in a game, of course there are differences but the ability of the GM to interact with the PCs still benefits for the same reasons with a good knowledge of the existing world. That is the point we are making. That solid reliable world information is a great foundation for making better judgments and providing better info to the PCs as they progress through the world.
There are novelists who outline their novels, and there are novelists who don't. Both types of novelists can create compelling fiction, in any genre. Setting is, at best, part of what makes a novel compelling.

Can it help a GM to have a good idea of a place or a person, so they can better convey that to the players? Yes. Is it necessary? Nope.
I'm not really sure what you mean by objective as that seems like a red herring. When I say more "real", I am saying "easier to suspend disbelief" just like you do when reading a fantasy novel. We all know the fantasy world is not real but we still come to care about the characters and the world. If you are going to get your PCs to care about the world, and if they do care they will be more immersed and more engaged, then that world needs to feel real to them. You are aided in making it feel real to them by having a good foundation of prep that guides your answers.
I mean objective in the sense the GM can see themself as a neutral reporter of events. You're not making this up on the spot (the fact you made it up beforehand is ... elided). It is possible to get players to care about a world with far less prep than you do (my campaigns) or next-to-no prep (such as a well-run and well-played game of Dungeon World). That previous statement doesn't mean it isn't possible the way you do it: It just means the way you do it isn't the only way to do it.
Edit:
I was once told by a player in one of my campaigns that my setting just felt more like a real place than any other they'd played in. They couldn't say why. It was just a feeling. It's a feeling I want to foster in all my players.
In the Dungeon World game we're playing, my wife describes the world as feeling very real to her. I think the players in the campaigns I'm running feel as though the world is real to them. I suspect that's more a matter of GM skill (or facility with a given set of techniques) than one of any approach or specific set of techniques.
 

Yet who was the poster who started a thread answering no to the question Is RPGing a literary endeavour?

That's right, it was me!
I don't think I was around for that thread, but I agree with your answer. And I don't think TRPGs should try to mimic literary forms, let along specific stories, and I think using specific works as anything more than broad/vague inspiration is probably a bad idea. I think I've said things to that effect before.

Yes, I think playing a TRPG uses some of the same mental faculties as writing fiction, in the same way that wrestling and playing rugby use some of the same muscles. That doesn't mean I think they're the same thing. I don't see a conflict.
 

Remove ads

Top