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What is the point of GM's notes?
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<blockquote data-quote="Umbran" data-source="post: 8227019" data-attributes="member: 177"><p>Yes, because apparently my phrasing didn't hit home. To be "willfully difficult" is to willfully make life harder for someone else.</p><p></p><p>The issue is not that it is difficult for me, the player, to choose a dramatic need. The issue is that the GM is trying to juggle a half dozen players and all their dramatic needs at once, and as a player, my choice can make the GM's job more difficult... or easier.</p><p></p><p>And then, if it is all the same to me, why not make the GM's job easier - set myself up with dramatic needs that are easy for the GM to meet? </p><p></p><p>This started with an example where I posit helping a GM make a published adventure into a tool for protagonistic play - by choosing dramatic needs that fit the published work easily. But that's hardly the only example. Consider romance - some GMs are not comfortable with playing through romantic scenes in game, and others are good at and enjoy it. The former kind of GM will have difficulty meeting dramatic needs for romance, the latter will find it easy. Does is cease to be protagonism if, in creating my character, I take the GM's comfort and skills into account? </p><p></p><p>I, personally, don't think it ceases to be protagonism - it is simply a thoughtful choice by the player to recognize some practical realities of play. The end result is still about the character's dramatic needs, after all. I've just chosen what those needs will be, which is my right, as a player, is it not?</p></blockquote><p></p>
[QUOTE="Umbran, post: 8227019, member: 177"] Yes, because apparently my phrasing didn't hit home. To be "willfully difficult" is to willfully make life harder for someone else. The issue is not that it is difficult for me, the player, to choose a dramatic need. The issue is that the GM is trying to juggle a half dozen players and all their dramatic needs at once, and as a player, my choice can make the GM's job more difficult... or easier. And then, if it is all the same to me, why not make the GM's job easier - set myself up with dramatic needs that are easy for the GM to meet? This started with an example where I posit helping a GM make a published adventure into a tool for protagonistic play - by choosing dramatic needs that fit the published work easily. But that's hardly the only example. Consider romance - some GMs are not comfortable with playing through romantic scenes in game, and others are good at and enjoy it. The former kind of GM will have difficulty meeting dramatic needs for romance, the latter will find it easy. Does is cease to be protagonism if, in creating my character, I take the GM's comfort and skills into account? I, personally, don't think it ceases to be protagonism - it is simply a thoughtful choice by the player to recognize some practical realities of play. The end result is still about the character's dramatic needs, after all. I've just chosen what those needs will be, which is my right, as a player, is it not? [/QUOTE]
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What is the point of GM's notes?
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