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What is the point of GM's notes?
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<blockquote data-quote="Emerikol" data-source="post: 8227795" data-attributes="member: 6698278"><p>These examples helped I think as I was a bit in the dark what you meant myself in a few of those places. And with you an Umbran arguing, it's kind of like the Patriots and the Bengals playing each other. I'm probably just rooting for injuries. (kidding kidding). I enjoy our debates.</p><p></p><p>Now to get serious. I feel my PC's often seek to satisfy a dramatic need but they choose one based upon the world I've presented. I very much think having goals as a PC are what drives the dungeon crawling in sandbox games. It's why domain management is often a chapter in the Old School books like ACKS. </p><p></p><p>The difference I think is that achieving that dramatic end is a test of player skill. Can he overcome the obstacles that the world will inevitable present and achieve his goal? When you achieve the goal it can be very satisfying as a player. In fact, that is part of the appeal of my campaigns I think. It is also possible to not achieve the goal. So as GM, my job is not to make sure the goal happens. My job is to present a world that provides challenges in a reasonable way that the PC can overcome or not. At least in my approach to the game that is my job of course.</p></blockquote><p></p>
[QUOTE="Emerikol, post: 8227795, member: 6698278"] These examples helped I think as I was a bit in the dark what you meant myself in a few of those places. And with you an Umbran arguing, it's kind of like the Patriots and the Bengals playing each other. I'm probably just rooting for injuries. (kidding kidding). I enjoy our debates. Now to get serious. I feel my PC's often seek to satisfy a dramatic need but they choose one based upon the world I've presented. I very much think having goals as a PC are what drives the dungeon crawling in sandbox games. It's why domain management is often a chapter in the Old School books like ACKS. The difference I think is that achieving that dramatic end is a test of player skill. Can he overcome the obstacles that the world will inevitable present and achieve his goal? When you achieve the goal it can be very satisfying as a player. In fact, that is part of the appeal of my campaigns I think. It is also possible to not achieve the goal. So as GM, my job is not to make sure the goal happens. My job is to present a world that provides challenges in a reasonable way that the PC can overcome or not. At least in my approach to the game that is my job of course. [/QUOTE]
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