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What is the point of GM's notes?
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<blockquote data-quote="Ovinomancer" data-source="post: 8226548" data-attributes="member: 16814"><p>Um, no, exploring is not a dramatic need. No drama. This isn't a competition to say that you have protagonism -- it's not a thing that having makes your game better. It makes it different.</p><p></p><p>This is an interesting point -- is your choice to embrace the known elements of the AP, which are fixed ahead of time and known to you, a form of protagonism? Is the game now about your PC's dramatic needs, in some way, or have you just adopted the dramatic cues available to you so as to borrow them for yourself? It's an interesting point.</p><p></p><p></p><p></p><p>Protagonism isn't about pacing and dramatic beats. These usually focus on non-protagonist play, where the GM is driving a fun story using pacing and beats to engage the players. Protagonism is when the game is about the PCs, first and foremost.</p><p></p><p>I see this argument coming from the same place that says that the GM's notes are the world, even if they haven't been entered into play. If this is the case, then the game is clearly not about protagonism, it's about discovering the GM's notes. This is a fine way to play -- I'm playing this way right now -- but it's not about protagonism.</p><p></p><p>And, again, this is fine. Protagonism isn't about something you should have in your games. It's just a descriptor that describes a certain approach -- one where play is about the PCs dramatic needs. This isn't a positional good, it's just a way to play.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 8226548, member: 16814"] Um, no, exploring is not a dramatic need. No drama. This isn't a competition to say that you have protagonism -- it's not a thing that having makes your game better. It makes it different. This is an interesting point -- is your choice to embrace the known elements of the AP, which are fixed ahead of time and known to you, a form of protagonism? Is the game now about your PC's dramatic needs, in some way, or have you just adopted the dramatic cues available to you so as to borrow them for yourself? It's an interesting point. Protagonism isn't about pacing and dramatic beats. These usually focus on non-protagonist play, where the GM is driving a fun story using pacing and beats to engage the players. Protagonism is when the game is about the PCs, first and foremost. I see this argument coming from the same place that says that the GM's notes are the world, even if they haven't been entered into play. If this is the case, then the game is clearly not about protagonism, it's about discovering the GM's notes. This is a fine way to play -- I'm playing this way right now -- but it's not about protagonism. And, again, this is fine. Protagonism isn't about something you should have in your games. It's just a descriptor that describes a certain approach -- one where play is about the PCs dramatic needs. This isn't a positional good, it's just a way to play. [/QUOTE]
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What is the point of GM's notes?
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