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What is the point of GM's notes?
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<blockquote data-quote="pming" data-source="post: 8226312" data-attributes="member: 45197"><p>Hiya!</p><p></p><p>TL;DR = "Notes about things that are ongoing to the campaign as a whole, and the current PC's predicament specifically".</p><p></p><p>For me... mental "memory-prod" relating to stuff going on behind the scenes or that has happened, or will happen without intervention.</p><p></p><p>So I might have a note of "Belaraz the Cutpurse has still been successful in tailing the PC's. He's seen them talking with both the Mayor and the High Paladin of the Order of Tyr, so he knows they are probably all working together. He will report back to Guildmaster Khorbal after the PC's go to sleep for the night".</p><p></p><p>That gives me an idea of what the Thieves Guild is doing in regards to the PC's poking their noses in their business. It also lets me have 'targets' if the PC's get up to 'no good' and start to do drastic things (like arresting/killing thieves), then maybe the Mayor's family gets threatened or his house burned down. Or if they do nothing, then the Guildmaster will be informed of everything the PC's have been doing up until the end of that day.</p><p></p><p>I also make notes of important events that happened in the previous session; like poisons, diseases, curses, etc. that haven't been "realized" yet by the PC's. These I usually put in red at the top of the page. These are the things that instill a large amount of, hmmm.... campaign continuity of time. This, the time in the campaign thing, is one of the worst tragedies of 5e; 5e only seems to pay, at best, lip service to this. It's why there are very little "permanent drawbacks" in the game (re: save or die, debilitating diseases that change a PC in some permanent way, guidelines for long-term projects like building a keep, church or tower, etc). Fifth edition has "glossed over" these as being "boring and not fun"...focusing on a more action-movie style of play. This has, to me, greatly harmed the integrity of a true Campaign (which is why people think of a D&D Campaign as a set story line that takes characters from 1st level to 20th level, and ends). I'll take the never-ending-Greyhawk campaign that I started back in 1981 over a $70 hard-to-read full colour 'Adventure Path Campaign' any day of the week! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>^_^</p><p></p><p>Paul L. Ming</p></blockquote><p></p>
[QUOTE="pming, post: 8226312, member: 45197"] Hiya! TL;DR = "Notes about things that are ongoing to the campaign as a whole, and the current PC's predicament specifically". For me... mental "memory-prod" relating to stuff going on behind the scenes or that has happened, or will happen without intervention. So I might have a note of "Belaraz the Cutpurse has still been successful in tailing the PC's. He's seen them talking with both the Mayor and the High Paladin of the Order of Tyr, so he knows they are probably all working together. He will report back to Guildmaster Khorbal after the PC's go to sleep for the night". That gives me an idea of what the Thieves Guild is doing in regards to the PC's poking their noses in their business. It also lets me have 'targets' if the PC's get up to 'no good' and start to do drastic things (like arresting/killing thieves), then maybe the Mayor's family gets threatened or his house burned down. Or if they do nothing, then the Guildmaster will be informed of everything the PC's have been doing up until the end of that day. I also make notes of important events that happened in the previous session; like poisons, diseases, curses, etc. that haven't been "realized" yet by the PC's. These I usually put in red at the top of the page. These are the things that instill a large amount of, hmmm.... campaign continuity of time. This, the time in the campaign thing, is one of the worst tragedies of 5e; 5e only seems to pay, at best, lip service to this. It's why there are very little "permanent drawbacks" in the game (re: save or die, debilitating diseases that change a PC in some permanent way, guidelines for long-term projects like building a keep, church or tower, etc). Fifth edition has "glossed over" these as being "boring and not fun"...focusing on a more action-movie style of play. This has, to me, greatly harmed the integrity of a true Campaign (which is why people think of a D&D Campaign as a set story line that takes characters from 1st level to 20th level, and ends). I'll take the never-ending-Greyhawk campaign that I started back in 1981 over a $70 hard-to-read full colour 'Adventure Path Campaign' any day of the week! :) ^_^ Paul L. Ming [/QUOTE]
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