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What is the point of GM's notes?
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<blockquote data-quote="uzirath" data-source="post: 8226258" data-attributes="member: 8495"><p>In the context of this sort of scenario, my notes rarely "set a limit on the players implicit action declaration." I would absolutely include games that they suggest. I think my players are fairly traditional in the sense that they like to explore a fictional world where I generate most of the scenery and NPCs. I present situations with potential conflicts, but the PCs often come up with their own conflicts or subvert/invert my ideas. I do sometimes have notes that might limit player actions if they delve into a dungeon or something like that. I have not (yet) experimented with styles of play that might allow players to, for example, suggest what might be behind a given door in a dungeon. In town, on the other hand, everyone at the table knows that I don't have every building mapped and keyed, so we often collaborate on describing locations, NPCs, etc. </p><p></p><p></p><p></p><p>If I'm understanding these distinctions correctly, I think the players are welcome to make the NPCs the objects of action declarations. They definitely say things like, "I want to meet up with so-and-so" regularly. Part of the tension of the episode with Orm (Ylsa's father) was that the party became aware that he was in town and they <em>thought</em> he knew that they were there too, but no official communication had occurred. There was much debate about whether they should initiate contact, or wait to be contacted, or skip town (i.e., avoiding contact). I was happy to run with any possibility.</p></blockquote><p></p>
[QUOTE="uzirath, post: 8226258, member: 8495"] In the context of this sort of scenario, my notes rarely "set a limit on the players implicit action declaration." I would absolutely include games that they suggest. I think my players are fairly traditional in the sense that they like to explore a fictional world where I generate most of the scenery and NPCs. I present situations with potential conflicts, but the PCs often come up with their own conflicts or subvert/invert my ideas. I do sometimes have notes that might limit player actions if they delve into a dungeon or something like that. I have not (yet) experimented with styles of play that might allow players to, for example, suggest what might be behind a given door in a dungeon. In town, on the other hand, everyone at the table knows that I don't have every building mapped and keyed, so we often collaborate on describing locations, NPCs, etc. If I'm understanding these distinctions correctly, I think the players are welcome to make the NPCs the objects of action declarations. They definitely say things like, "I want to meet up with so-and-so" regularly. Part of the tension of the episode with Orm (Ylsa's father) was that the party became aware that he was in town and they [I]thought[/I] he knew that they were there too, but no official communication had occurred. There was much debate about whether they should initiate contact, or wait to be contacted, or skip town (i.e., avoiding contact). I was happy to run with any possibility. [/QUOTE]
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What is the point of GM's notes?
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