What is the point of GM's notes?

The bolded portion is exactly what he said. He said, "The more ways of adjudication and playing one masters the bigger the toolkit one has to handle things quickly and in a way that is fun for all." Mastery comes from experience and is related to the specific skills and techniques being practiced. It also equates to experience.

Experience is not magical. It helps us to better utilize our cognitive limits, not surpass them. We still only have so much work capacity and must choose to prioritize our mental energy. The idea that we do not need to make tradeoffs, that we do not need to specialize to get the best results is fanciful. That's not the way any human endeavor works.
 

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All good but what are the final steps you take to figure out to roleplay the magistrate who controls district near the border with Xian? He is his own person right? With his own personality and history. So with those notes how you add the final bits to make a character the PCs can roleplay with?
Sure he will usually have an entry with background: details like interests, soft spots, family connections, etc. it is the combo of this ground level detail+those macro details I described that helps clarify the character for me. There is also something that occurs when you actually play the character (where it takes on more of a life of its own).
 

Experience is not magical. It helps us to better utilize our cognitive limits, not surpass them. We still only have so much work capacity and must choose to prioritize our mental energy. The idea that we do not need to make tradeoffs, that we do not need to specialize to get the best results is fanciful. That's not the way any human endeavor works.
I think you are selling people short. I've mastered dozens of board games with different rules and different strategies to win. I'm very good at them. I've also played different styles of D&D(not much player facing) and mastered DMing and use a number of different tools to do things. Not every tool is useful in every circumstance, so the more you master, the better your DMing ability.

@pemerton, @Ovinomancer, @Manbearcat, and others have all stated that they have played and are good at a number of different styles from tradition to sandbox to player facing, etc. Are you suggesting that it was a bad idea for them to diversify like that? That they should have just specialized in one or two styles? It sounds that way with that response there. If that is what you are suggesting, then I disagree with that. Mastery of more styles gives you more tools at your disposal to run good games.

People do have cognitive limits. I don't think mastery multiple styles and tools hits those limits or amounts to magical thinking.
 

This all comes off like magical thinking to me. It also comes off as very professorial. I have been in this game for awhile and have direct experience running games in a variety of ways. Sure experience matters, but it is also specific to the skills and techniques being practiced.
Had a while to think about it, write about it, obverse other and practice it since I started playing and refereeing in the late 70s.

The exact mix in the end has to fit with an individual skills and more importantly interests. If one is not interested in other approach then you are stuck with the consequences. Over the years I tried various systems and styles outside of my wheelhouse and interests so I can improve what I do normally.

So sorry if I sound professorial but short of an entire book that the best summary I can give. If you want to remove the limitations of a style then learn others. Apply these other styles when the circumstances of the campaign warrant their use. This process take time and practice.

If you want a full explanation I suggest browsing the sandbox section of my blog.

Sandbox Fantasy on Bat in the Attic
Managing Sandbox Campaigns on Bat in the Attic
 

It might be, I don't know (not sure what you mean by impersonal here, so I can't really say). Like I said, Godbound and Stars without Number, those are living world sandboxes. My point about living world is you need both the macro level (which is what I was just describing) and the micro level (the NPCs and factions the players are immediately dealing with). It isn't some high concept, elusive thing. And it isn't something that everyone is going to like (it does involve a lot of prep, because sandboxes by their nature require that, and it involves a lot of thinking on your toes and putting elements together rapidly: some GMs seem to have no problem with this, some have great difficulty---like with any style of play). For me, the core concept that makes this click is the idea that things in the setting have volition, treating them like live players in the game.
Your final sentence in bold does sound like you ascribing a high concept descriptor of a "living world" campaign to me. This is not say that "elusive" applies, but it does sound fairly high concept.

I have no love of orthodoxy at all. If anything I am probably a contrarian more than orthodox. If you need to affix a negative label to what I do: stubborn and a little annoying I can accept (even my friends would attach that to me at times). Those two are fair criticisms. But I do tend to react negatively when I perceive elitism, so I will defend mainstream tastes against attacks that paint it as simple minded, not enlightened, etc. I don't really play a lot of mainstream games myself (I don't play 5E for example, I like dice pools--which are usually highly disliked in sandbox communities--at least the ones I travel in, etc). I think this might be why you think I am here to defend orthodoxy. Also I do tend to take the stance of not throwing the baby out with the bathwater a lot (but I see that as just being mindful of what you are changing, not being against change)
I think that it is less elitism and more about trying to advocate in favor of a minority, fringe perspective in gaming hobby that is dominated by the D&D (and its ilk) hegemony. I don't think that mainstream perspectives in gaming need any white knights defending it from forum nobodies like us. D&D and its ilk have overwhelmingly won. So what does rushing in to emotionally defend these perspectives actually achieve, especially since the goal of many of these threads is, more often than not (IMHO), about trying to analyze and understand core, basic gaming differences from more analytical perspectives? It is not as if @Fenris-77 or @Campbell always agree with @pemerton on his positions, yet they can push back and criticize without getting into the sort of heated arguments that others do with him. Insanity is trying the same thing over and over again and expecting a different result. So maybe it's worth considering whether your purposes would be better served by a change in tact that is more conducive to constructive discussion.

This I do not disagree with, but I think this swings both ways more than people realize. I have definitely seen instances of characterizing a style as less than directed at sandbox and living world (in this thread and in other ones). And this is why I even take time to defend the styles I didn't like that drove me to sandbox. Because I think any analysis that is built around my dislike of something and doesn't try to understand it from the POV of someone within that style, is doomed to misunderstand it. There may be some valid criticisms, but more often than not it is like watching a Lutheran complain about Catholic doctrine, or watching a Catholic complain about Lutheran doctrine. The only time I think either makes headway is when they put their untrue way aside for a moment and truly try to understand the position of the other side. And an even more doomed approach is to try to understand something, in order to attack it. That clouds your analysis.
Part of the issue, which has been brought up numerous times before, is that a number of the main critics have played and do enjoy playing numerous, different games, but that same diversified perspective is not necessarily shared by others who are fighting for their preferred "doctrine." So the whole "both-sides-ism" is clearly something of a false equivalence.

Maybe I am wrong, but that isn't my impression of his posts over many threads at all. What I am saying is he has challenged the viability of a living world sandbox in previous threads many times (and challenged the idea that the GM can present a believable world). He is hostile to this idea and seems to see it as a threat to his approach
IMHO, the vast bulk of @pemerton's posts (or an oft recurring underlying motif) has mainly been challenging related ideas pertaining to GM vs. player authorship in sandbox play in regards to creating a consistent or living world. He (and others) has been trying to get you to think more critically about your games and elucidate on them in more concrete (and less abstracted) ways. It is not that GM-authored is bad, but, rather, that player-authored is equally valid. He is primarily "hostile" about anything that questions the validity of his own player-driven play, particularly coming from more traditional GM-fiat perspectives, which often has its fair share of mainstream plus OSR defenders. I think that if you (and a fair share of others) learned how to read "pemertonese," particularly without reading unwarranted hostility or elitism, these threads would be a LOT less prone to needless squabbling. Learn to be as a stream rolling over stones.
 

Your final sentence in bold does sound like you ascribing a high concept descriptor of a "living world" campaign to me. This is not say that "elusive" applies, but it does sound fairly high concept.

I don’t see it as such. I say clearly this is what makes the concept click for me. It is the mental mechanism I use to connect the concept to the table: if I act as if the box has volition, like how a pc does, it enables me to play them such that a different dynamic is achieved than if I don’t think of them as having that volition (and I might add: there is also a need to focus on that volition so it doesn’t fall by the wayside during play).
 

I think there is something to say in favor of game rules that make the social contract stuff more explicit. Way upthread I answered a question about how I was constrained as a GM by my players and/or the social contract, and I don't think any of my answers were in the rules of the game I'm running--which doesn't mean the constraints aren't real, it just means they're specific to me (or the tables I'm GMing).
My problem with social contract mechanics is that they are cast as mechanics. At least in western civilization it is heavily drilled into folks from a young age that you play a game by its rules or you are cheating. Transferring what should be part of Human Relationship 101 into game mechanics now has different dynamic as a set of game rules. Game mechanics are too rigid of a form to be successful as a guide for human relationship.

Hence my advice to folks that have problem with their gaming group is take a look at the some of the excellent sources on small group dynamics that are out there. Particularly those that focus on motivating and coordinating amateur sports organization (if the campaign has a competitive aspect) and volunteer groups.

For example a player making other uncomfortable (or worse offended OOG) by their roleplaying is no different than a volunteer making their group uncomfortable or offended by how they conduct themselves. There a bunch of nuances that has to be considered and dealt with it if they come up. I been involved long enough and with different type of groups (both gaming and non-gaming) to see the parallels. Enough that whatever Wizards, myself or other gaming authors publish on the topic is going to be inadequate compared to going to a good source by an author who knows the topic of how to deal with small group dynamics.
 

I think you are selling people short. I've mastered dozens of board games with different rules and different strategies to win. I'm very good at them. I've also played different styles of D&D(not much player facing) and mastered DMing and use a number of different tools to do things. Not every tool is useful in every circumstance, so the more you master, the better your DMing ability.

@pemerton, @Ovinomancer, @Manbearcat, and others have all stated that they have played and are good at a number of different styles from tradition to sandbox to player facing, etc. Are you suggesting that it was a bad idea for them to diversify like that? That they should have just specialized in one or two styles? It sounds that way with that response there. If that is what you are suggesting, then I disagree with that. Mastery of more styles gives you more tools at your disposal to run good games.

People do have cognitive limits. I don't think mastery multiple styles and tools hits those limits or amounts to magical thinking.

I am saying that specialization in the moment matters. That for any given moment in time or space of time that we cannot serve all masters equally. That specificity of technique matters. Diversity of play helps a good deal, but we cannot experience it all at once. I also play and run games utilizing a variety of techniques. You should know that based on my posting history in this thread and elsewhere.

I am simply talking about managing cognitive load, mental stress, and effective utilization of our limited energy. It's Athletics 101, but it's also Creativity 101. We all have limitations. Acknowledging and working around our limitations helps us to improve.
 

IMHO, the vast bulk of @pemerton's posts (or an oft recurring underlying motif) has mainly been challenging related ideas pertaining to GM vs. player authorship in sandbox play in regards to creating a consistent or living world. He (and others) has been trying to get you to think more critically about your games and elucidate on them in more concrete (and less abstracted) ways. It is not that GM-authored is bad, but, rather, that player-authored is equally valid. He is primarily "hostile" about anything that questions the validity of his own player-driven play, particularly coming from more traditional GM-fiat perspectives, which often has its fair share of mainstream plus OSR defenders. I think that if you (and a fair share of others) learned how to read "pemertonese," particularly without reading unwarranted hostility or elitism, these threads would be a LOT less prone to needless squabbling. Learn to be as a stream rolling over stones.

I do think critically about my games. I give them a great deal of thought, and I am equally critical of myself and my own ideas. But that doesn't mean I am going to reach the same conclusions as you and pemerton or put things into he same terms and frameworks as you and pemerton. Me disagreeing with your analysis doesn't mean I am not thinking critically (and by the way, I think you disagreeing with me doesn't reflect anything like that about you either).
 

My problem with social contract mechanics is that they are cast as mechanics. At least in western civilization it is heavily drilled into folks from a young age that you play a game by its rules or you are cheating. Transferring what should be part of Human Relationship 101 into game mechanics now has different dynamic as a set of game rules. Game mechanics are too rigid of a form to be successful as a guide for human relationship.
Could you explain that further? I've seen the social contract used with the force of rules, but not mechanics, so I'm not sure what you mean by that.
 

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