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What is the point of GM's notes?
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<blockquote data-quote="Lanefan" data-source="post: 8227742" data-attributes="member: 29398"><p>Both C2 and X2 are modules designed such that once you get into them you can't escape without beating them. That said, the Averoigne part of X2 is the exact opposite: once they've passed the various tests (and in the process possibly become minor local heroes) it's not inconceivable that the PCs might end up wanting to just stay there and never go back to their home world.</p><p></p><p>With S2, though, while it's written as self-referential and self-contained there's nothing at all stopping a DM from connecting it to her world and-or somehow breaking the self-containment. (I can't speak to C1 as I've yet to either play or DM it...one day...)</p><p></p><p>The living-world piece here happens before and-or after the adventure itself (and this is generally true in many cases beyond just this; most engagement with the greater world comes during downtime). If the PCs take too long retrieving the weapons, or if the PCs decide to just walk off with the weapons rather than returning them to their owners, or if one of the owners has died while the PCs were in the dungeon, then there's going to be consequences. Or perhaps the owner of Black Razor "forgot" to mention to the PCs that the mere act of bringing that weapon into town carries a death sentence.</p><p></p><p>In a galaxy with hyper-lightspeed communications, keeping something major like that a secret would be nigh impossible unless the armada one-shotted the planet (see: Death Star vs Alderaan) before any of the residents knew what hit them. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Lanefan, post: 8227742, member: 29398"] Both C2 and X2 are modules designed such that once you get into them you can't escape without beating them. That said, the Averoigne part of X2 is the exact opposite: once they've passed the various tests (and in the process possibly become minor local heroes) it's not inconceivable that the PCs might end up wanting to just stay there and never go back to their home world. With S2, though, while it's written as self-referential and self-contained there's nothing at all stopping a DM from connecting it to her world and-or somehow breaking the self-containment. (I can't speak to C1 as I've yet to either play or DM it...one day...) The living-world piece here happens before and-or after the adventure itself (and this is generally true in many cases beyond just this; most engagement with the greater world comes during downtime). If the PCs take too long retrieving the weapons, or if the PCs decide to just walk off with the weapons rather than returning them to their owners, or if one of the owners has died while the PCs were in the dungeon, then there's going to be consequences. Or perhaps the owner of Black Razor "forgot" to mention to the PCs that the mere act of bringing that weapon into town carries a death sentence. In a galaxy with hyper-lightspeed communications, keeping something major like that a secret would be nigh impossible unless the armada one-shotted the planet (see: Death Star vs Alderaan) before any of the residents knew what hit them. :) [/QUOTE]
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What is the point of GM's notes?
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