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What is the point of GM's notes?
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<blockquote data-quote="Ovinomancer" data-source="post: 8227274" data-attributes="member: 16814"><p>Let me provide an example. Let's say we have the character I used as an example previously, the one who's dramatic need is to get revenge on their family's murderer. Let's further say that the PCs have arrived in a new town. The example PC's player declares an action to search for clues to the murderer's location in this town, because the PC believes that it's likely the murderer passed through here (all on their own). The response from the GM can be a number of things, but here's the two big categories:</p><p></p><p>1. The GM checks their notes:</p><p>1a. The notes indicate that the murderer did indeed come through this town, and there are clues, and so play progresses with the player trying to discover these clues.</p><p>1b. The notes indicate either that the murderer when in a different direction, or say nothing about the murderer in this town, and so play on this matter stops or is thwarted because the GM narrates failure to the action (or provide some non-answer).</p><p></p><p>2. The GM goes with the player's action and assumes that the may be something in this town:</p><p>2a. The GM wings this entirely on their own estimation of the what's here.</p><p>2b. The GM uses the mechanics of the system to test the player's action, and honors the results, narrating clues on a success.</p><p></p><p>In this structure, all of 1 is no or low protagonism. The PC's need are not centered in play, but rather the GM's notes are. By this I mean that the GM is protagonizing the murderer, and has written down their story, which the PC then can discover if the notes indicate the are in a place to be discovered.</p><p></p><p>2a is uncertain protagonism -- this is still very subject to the GM protagonizing other things, but may not be.</p><p></p><p>2b is high protagonism. Play centers on the PC's dramatic needs.</p><p></p><p>That said, I think all of 1 is a great way to run a mystery game that focuses on the player solving the mystery through play. This can be very engaging and lots of fun, and is absolutely a fun way to play. Protagonism isn't an absolute good, it's just a way to play.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 8227274, member: 16814"] Let me provide an example. Let's say we have the character I used as an example previously, the one who's dramatic need is to get revenge on their family's murderer. Let's further say that the PCs have arrived in a new town. The example PC's player declares an action to search for clues to the murderer's location in this town, because the PC believes that it's likely the murderer passed through here (all on their own). The response from the GM can be a number of things, but here's the two big categories: 1. The GM checks their notes: 1a. The notes indicate that the murderer did indeed come through this town, and there are clues, and so play progresses with the player trying to discover these clues. 1b. The notes indicate either that the murderer when in a different direction, or say nothing about the murderer in this town, and so play on this matter stops or is thwarted because the GM narrates failure to the action (or provide some non-answer). 2. The GM goes with the player's action and assumes that the may be something in this town: 2a. The GM wings this entirely on their own estimation of the what's here. 2b. The GM uses the mechanics of the system to test the player's action, and honors the results, narrating clues on a success. In this structure, all of 1 is no or low protagonism. The PC's need are not centered in play, but rather the GM's notes are. By this I mean that the GM is protagonizing the murderer, and has written down their story, which the PC then can discover if the notes indicate the are in a place to be discovered. 2a is uncertain protagonism -- this is still very subject to the GM protagonizing other things, but may not be. 2b is high protagonism. Play centers on the PC's dramatic needs. That said, I think all of 1 is a great way to run a mystery game that focuses on the player solving the mystery through play. This can be very engaging and lots of fun, and is absolutely a fun way to play. Protagonism isn't an absolute 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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