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What is the point of GM's notes?
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<blockquote data-quote="Lanefan" data-source="post: 8226015" data-attributes="member: 29398"><p>Where you see a feature I see a bug; if you want to play another set of characters why not do so in an already-existing campaign to save the DM (or another DM) from having to design yet another campaign and-or setting? Of course, when most APs end at or near the game's capstone level the obvious question is "where do you go from there?", but to me that's a fault of both the AP design and the system's speed of advancement.</p><p></p><p>Focus is fine, brevity is not, assuming you and your group are intending to stay together for the long term.</p><p></p><p>IME players aren't generally interested in authorship* but are more interested in random adventures or a mix of adventures; in that they'll get bored if a single story arc goes on too long.</p><p></p><p>* - interesting timing in that I and the other main DM in our crew have just started an email exchange regarding adventure roots: whether a given adventure is something the players pushed for, the DM put them in, or some sort of mix. Early returns show that as a campaign goes on and develops more internal history, players (and their PCs) become more likely to drive adventures based on things that have already happened. That's still not authorship, in that the players aren't writing the adventures; it's more that the players are to a degree forcing what the DM will run next as opposed to the DM simply deciding.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8226015, member: 29398"] Where you see a feature I see a bug; if you want to play another set of characters why not do so in an already-existing campaign to save the DM (or another DM) from having to design yet another campaign and-or setting? Of course, when most APs end at or near the game's capstone level the obvious question is "where do you go from there?", but to me that's a fault of both the AP design and the system's speed of advancement. Focus is fine, brevity is not, assuming you and your group are intending to stay together for the long term. IME players aren't generally interested in authorship* but are more interested in random adventures or a mix of adventures; in that they'll get bored if a single story arc goes on too long. * - interesting timing in that I and the other main DM in our crew have just started an email exchange regarding adventure roots: whether a given adventure is something the players pushed for, the DM put them in, or some sort of mix. Early returns show that as a campaign goes on and develops more internal history, players (and their PCs) become more likely to drive adventures based on things that have already happened. That's still not authorship, in that the players aren't writing the adventures; it's more that the players are to a degree forcing what the DM will run next as opposed to the DM simply deciding. [/QUOTE]
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What is the point of GM's notes?
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