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What is the point of GM's notes?
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<blockquote data-quote="Ovinomancer" data-source="post: 8227423" data-attributes="member: 16814"><p>You play the game to find out what happens. Not "how do the players navigate my setting/notes/adventure/sandbox/plans," but really to find out what happens.</p><p></p><p>And, there are plenty of places for the GM to add things, they're just not only only ones and are constrained in ways a D&D GM aren't. In return, they're also not under the mental overhead of having to come up with everything all the time -- play is pretty clearly focused and the players have the work of driving it. </p><p></p><p>There's plenty of opportunity for secrets and mysteries, they're just not ones written by the GM for the express purpose of the players figuring it out, but instead are actual secrets and mysteries to everyone at the table, and everyone discovers their answers/secrets at the same time.</p><p></p><p>This play looks nothing at all like novel writing, and while it can be focuses on angst and emotions, it's as required to be so as a D&D game is -- which is to say not. It is required to be about the PCs, though, which isn't a terribly odd statement once you've dispensed with the GM being expected to provide a fiction for the players to explore.</p><p></p><p>Nor is any of this saying this is the best/only/most awesome way to play. It's A way to play. Clearly, while I enjoy it very much, it's not everything because I'm still running 5e.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 8227423, member: 16814"] You play the game to find out what happens. Not "how do the players navigate my setting/notes/adventure/sandbox/plans," but really to find out what happens. And, there are plenty of places for the GM to add things, they're just not only only ones and are constrained in ways a D&D GM aren't. In return, they're also not under the mental overhead of having to come up with everything all the time -- play is pretty clearly focused and the players have the work of driving it. There's plenty of opportunity for secrets and mysteries, they're just not ones written by the GM for the express purpose of the players figuring it out, but instead are actual secrets and mysteries to everyone at the table, and everyone discovers their answers/secrets at the same time. This play looks nothing at all like novel writing, and while it can be focuses on angst and emotions, it's as required to be so as a D&D game is -- which is to say not. It is required to be about the PCs, though, which isn't a terribly odd statement once you've dispensed with the GM being expected to provide a fiction for the players to explore. Nor is any of this saying this is the best/only/most awesome way to play. It's A way to play. Clearly, while I enjoy it very much, it's not everything because I'm still running 5e. [/QUOTE]
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What is the point of GM's notes?
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