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What is the point of GM's notes?
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<blockquote data-quote="Emerikol" data-source="post: 8230978" data-attributes="member: 6698278"><p>Let's imagine that what the players see is the land above the sea. The parts they don't see are underwater. The underwater part though is connected to and supports what is above the water. So, in some styles what is above water has no underlying basis other than off the cuff imagination. They try to backfill the undersea parts to fit some new idea they have. For us, the well established landscape, enables us to provide things new to the group but having a strong basis in the environment. </p><p></p><p>The example given about the young girl and the bad boy thief is a good example. If for some reason the PCs cross paths with those NPCs, having them already existing for me is far better than just making them up at the moment. I don't doubt "in theory" you can have the same result either way but my "practical" experience is they are not nearly the same. A deep well developed world has a consistency that is lacking in off the cuff designs. That is my practical experience. I just don't think DMs can pull it off. I doubt for me you could do it. I would find a lot of peoples games on here "trite". </p><p></p><p>Now having said that, if those groups are having fun they don't need me. They should keep on having fun. There is no absolute good in gaming. There are no absolute rules of game design. There might be some shorthand ideas that work with large numbers of people. That is the absolute best it gets. For me, having a DM with a deep world makes that world more real to me because those who don't quickly reveal themselves. So when choosing to play a game, reality trumps theory.</p></blockquote><p></p>
[QUOTE="Emerikol, post: 8230978, member: 6698278"] Let's imagine that what the players see is the land above the sea. The parts they don't see are underwater. The underwater part though is connected to and supports what is above the water. So, in some styles what is above water has no underlying basis other than off the cuff imagination. They try to backfill the undersea parts to fit some new idea they have. For us, the well established landscape, enables us to provide things new to the group but having a strong basis in the environment. The example given about the young girl and the bad boy thief is a good example. If for some reason the PCs cross paths with those NPCs, having them already existing for me is far better than just making them up at the moment. I don't doubt "in theory" you can have the same result either way but my "practical" experience is they are not nearly the same. A deep well developed world has a consistency that is lacking in off the cuff designs. That is my practical experience. I just don't think DMs can pull it off. I doubt for me you could do it. I would find a lot of peoples games on here "trite". Now having said that, if those groups are having fun they don't need me. They should keep on having fun. There is no absolute good in gaming. There are no absolute rules of game design. There might be some shorthand ideas that work with large numbers of people. That is the absolute best it gets. For me, having a DM with a deep world makes that world more real to me because those who don't quickly reveal themselves. So when choosing to play a game, reality trumps theory. [/QUOTE]
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What is the point of GM's notes?
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