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What is the point of GM's notes?
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<blockquote data-quote="Ovinomancer" data-source="post: 8226439" data-attributes="member: 16814"><p>No, dude, I said APs are typically railroads. Sheesh.</p><p></p><p>As far as roleplaying goes, we do that in spades, pretty much in any game we play. My group plays Gloomhaven, most recently the early access digital version due to COVID, but even there we roleplay. Skilled play is not the enemy of roleplaying, in any way I understand, although you can absolutely approach it that way.</p><p></p><p>As for protagonism, it may be that you're not following what is meant by this. Protagonism is where the dramatic needs of the PCs are the primary focus of play. This doesn't mesh well with your previously stated goals of prep of having a world independent of the characters and having things that happen independent of them, nor that goal that they discover things to do in your setting. And none of this a dig -- protagonism is a specific play goal, and not a fixed good. The AP I'm running lacks all protagonism in it's design, and has to, because it cannot anticipate the dramatic needs of any given PC, and so must center the needs of the villains and the NPCs. It's a perfectly valid approach (clearly I don't have a problem with it). Now, I've worked with the players to find dramatic needs that fit alongside the already detailed needs, and so have 3/4 PCs that have dramatic needs that will feature at times in the game, which is going past the AP and specifically including material that does so. From what you've said, you don't do this (write campaign material specifically tailored to the PCs). If you do, then there's some protagonism there. If you don't, there's not, and there's nothing at all wrong with this. Protaganism doesn't mean "good game" and it's lessening does not mean "bad game" -- it's a label for talking about how the game is structured.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 8226439, member: 16814"] No, dude, I said APs are typically railroads. Sheesh. As far as roleplaying goes, we do that in spades, pretty much in any game we play. My group plays Gloomhaven, most recently the early access digital version due to COVID, but even there we roleplay. Skilled play is not the enemy of roleplaying, in any way I understand, although you can absolutely approach it that way. As for protagonism, it may be that you're not following what is meant by this. Protagonism is where the dramatic needs of the PCs are the primary focus of play. This doesn't mesh well with your previously stated goals of prep of having a world independent of the characters and having things that happen independent of them, nor that goal that they discover things to do in your setting. And none of this a dig -- protagonism is a specific play goal, and not a fixed good. The AP I'm running lacks all protagonism in it's design, and has to, because it cannot anticipate the dramatic needs of any given PC, and so must center the needs of the villains and the NPCs. It's a perfectly valid approach (clearly I don't have a problem with it). Now, I've worked with the players to find dramatic needs that fit alongside the already detailed needs, and so have 3/4 PCs that have dramatic needs that will feature at times in the game, which is going past the AP and specifically including material that does so. From what you've said, you don't do this (write campaign material specifically tailored to the PCs). If you do, then there's some protagonism there. If you don't, there's not, and there's nothing at all wrong with this. Protaganism doesn't mean "good game" and it's lessening does not mean "bad game" -- it's a label for talking about how the game is structured. [/QUOTE]
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