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What is the point of GM's notes?
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<blockquote data-quote="pemerton" data-source="post: 8226951" data-attributes="member: 42582"><p>If someone asked me what Indiana Jones dramatic needs are, these would include:</p><p></p><p style="margin-left: 20px">* To repair his relationship with Marion;</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">* To prove himself as an archaeologist by outwitting his rivals in his quests for treasure;</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">* (At least in the last movie) to prove himself to his father as an appropriate heir to the family tradition.</p><p></p><p>This brings with it a number of components of the fiction: Marion; a father; treasures to be recovered; rivals to be outwitted.</p><p></p><p></p><p>I 100% agree with Ovinomancer here: the idea that choosing a dramatic need for a PC could be difficult - moreover <em>wilfully </em>so - is strange to me. The last time I GMed a RPG session in which I, as GM, already had situation and broad parameters of resolution sketched out as a one-session run through Castle Amber (we did PC generation and then a modest number of rooms). But precisely because the parameters were already established I didn't bother asking the players to decide on dramatic needs for their PCs!</p><p></p><p>But in other games, where I generally do have some interest in dramatic need, I don't establish the situation or any broad parameters of resolution until after the players have said what their dramatic needs are.</p><p></p><p>I think Imaro's post gives a clear outline of what seems to me a fairly typical way of using GM notes:</p><p></p><p>We can see here that the role of notes (beyond serving as memory aids for mechanics - 4, 5) is to support framing (1, 2 3, 6) and to help determine consequences of action declarations (maybe 1, definitely 2, and also 3 and perhaps 6).</p><p></p><p>In protgaonistic play the notes that the GM makes at 1, 2 and 3 would all be done <em>after</em> learning of the dramatic needs established for the players.</p><p></p><p>I am big fan of non-turtling play, for much the same reason that I prefer backgammon to chess as a boardgame and five hundred to bridge as a card game. But this really doesn't have much connection to the idea of protagonistic RPGing. And it doesn't really shed light on the role of GM notes.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8226951, member: 42582"] If someone asked me what Indiana Jones dramatic needs are, these would include: [indent]* To repair his relationship with Marion; * To prove himself as an archaeologist by outwitting his rivals in his quests for treasure; * (At least in the last movie) to prove himself to his father as an appropriate heir to the family tradition.[/indent] This brings with it a number of components of the fiction: Marion; a father; treasures to be recovered; rivals to be outwitted. I 100% agree with Ovinomancer here: the idea that choosing a dramatic need for a PC could be difficult - moreover [I]wilfully [/I]so - is strange to me. The last time I GMed a RPG session in which I, as GM, already had situation and broad parameters of resolution sketched out as a one-session run through Castle Amber (we did PC generation and then a modest number of rooms). But precisely because the parameters were already established I didn't bother asking the players to decide on dramatic needs for their PCs! But in other games, where I generally do have some interest in dramatic need, I don't establish the situation or any broad parameters of resolution until after the players have said what their dramatic needs are. I think Imaro's post gives a clear outline of what seems to me a fairly typical way of using GM notes: We can see here that the role of notes (beyond serving as memory aids for mechanics - 4, 5) is to support framing (1, 2 3, 6) and to help determine consequences of action declarations (maybe 1, definitely 2, and also 3 and perhaps 6). In protgaonistic play the notes that the GM makes at 1, 2 and 3 would all be done [I]after[/I] learning of the dramatic needs established for the players. I am big fan of non-turtling play, for much the same reason that I prefer backgammon to chess as a boardgame and five hundred to bridge as a card game. But this really doesn't have much connection to the idea of protagonistic RPGing. And it doesn't really shed light on the role of GM notes. [/QUOTE]
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