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What is the point of GM's notes?
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<blockquote data-quote="Lanefan" data-source="post: 8228043" data-attributes="member: 29398"><p>Given this context, yes. Absent context, a big pendulum swinging in a bigger chamber could be highly relevant, tangentially relevant, or not relevant at all to what the PCs are doing; and they won't know until-unless they investigate further.</p><p></p><p>Then what is naturalistic extrapolation, if not a fancy term for consequences (or cause-and-effect, same thing)?</p><p></p><p>You're comparing apples and rabbits here...and at the same time, not. Both things really break down to being glorified if-then-else loops nested within others; only in the psionics-use case the if-then-else is written down in the notes and the branch taken each time is determined by the PCs' actions where in combat the if-then-else is coded into the game rules and the dice determine which path is taken each time.</p><p></p><p>The apples-and-rabbits bit is that one is reliant on rules coding and the other not; also greatly different degrees of granularity. IMO a better comparison at the scale/granularity level might be a step up, at the point of the PCs' decision whether or not to engage in combat.</p><p></p><p>It's a question of scope and available time. A movie has a limited run-time and thus has to harshly limit* the scope of what it covers in terms of both in-setting time and in-setting story. An RPG, on the other hand, has no such limits; the scope and period of what it covers can be immense if so desired, and things that happen elsewhere in the setting now <strong>could</strong> have knock-on effects later that impact the PCs. Which perforce means that even if the focus of at-the-table play is on the here-and-now PCs, someone (usually the GM) has to keep an eye on the bigger picture with a view to what events are happening elsewhere and how said events might (or might not) impact the PCs depending what they do and-or where they go in the future.</p><p></p><p>So in Indy's case, in the movie we don't hear about random German military operations elsewhere but in an RPG - where Indy's going to do many more things (i.e. have many more adventures) than just recover the Lost Ark; and where his movements are controlled by his player and thus unpredictable, knowing what the Germans - and other armies - are doing elsewhere could come in really handy in terms of determining what he's liable to bump into on his travels and when. <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=":)" /> (personally for this I'd likely just quietly haul out a history of WWII-era military movements and keep it behind the screen for reference)</p><p></p><p>* - sometimes much too harshly, IMO: the LotR movies should have each been about three hours longer in order to do full justice to the tale.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8228043, member: 29398"] Given this context, yes. Absent context, a big pendulum swinging in a bigger chamber could be highly relevant, tangentially relevant, or not relevant at all to what the PCs are doing; and they won't know until-unless they investigate further. Then what is naturalistic extrapolation, if not a fancy term for consequences (or cause-and-effect, same thing)? You're comparing apples and rabbits here...and at the same time, not. Both things really break down to being glorified if-then-else loops nested within others; only in the psionics-use case the if-then-else is written down in the notes and the branch taken each time is determined by the PCs' actions where in combat the if-then-else is coded into the game rules and the dice determine which path is taken each time. The apples-and-rabbits bit is that one is reliant on rules coding and the other not; also greatly different degrees of granularity. IMO a better comparison at the scale/granularity level might be a step up, at the point of the PCs' decision whether or not to engage in combat. It's a question of scope and available time. A movie has a limited run-time and thus has to harshly limit* the scope of what it covers in terms of both in-setting time and in-setting story. An RPG, on the other hand, has no such limits; the scope and period of what it covers can be immense if so desired, and things that happen elsewhere in the setting now [B]could[/B] have knock-on effects later that impact the PCs. Which perforce means that even if the focus of at-the-table play is on the here-and-now PCs, someone (usually the GM) has to keep an eye on the bigger picture with a view to what events are happening elsewhere and how said events might (or might not) impact the PCs depending what they do and-or where they go in the future. So in Indy's case, in the movie we don't hear about random German military operations elsewhere but in an RPG - where Indy's going to do many more things (i.e. have many more adventures) than just recover the Lost Ark; and where his movements are controlled by his player and thus unpredictable, knowing what the Germans - and other armies - are doing elsewhere could come in really handy in terms of determining what he's liable to bump into on his travels and when. :) (personally for this I'd likely just quietly haul out a history of WWII-era military movements and keep it behind the screen for reference) * - sometimes much too harshly, IMO: the LotR movies should have each been about three hours longer in order to do full justice to the tale. [/QUOTE]
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