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What is the point of GM's notes?
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<blockquote data-quote="prabe" data-source="post: 8231211" data-attributes="member: 7016699"><p>So, sorry for inserting myself, but I've said things similar to what you're responding to ...</p><p></p><p>I wouldn't say the games I was involved in, where the players had direct input in the setting design, were <em>trite</em> or <em>shallow</em> so much as they were <em>muddled</em>. My inclination has been to blame that on the fact that different people had different things they wanted in the game/setting, and at least some of those things were not great tastes that went great together. There's also, I think, a sense that a singular setting-designer has an easier time being consistent, and an easier time ditching a less-attractive idea than if there's someone else's feelings to consider.</p><p></p><p>I would say that as a GM, I found greater player-input (in the sense of putting things into the game-world) to be more work than doing everything myself. This applies both to the setting-design stuff, such as that built into Dresden Files (which is what we used) and to in-progress additions. I found (and find) it easier to keep track of the stuff that comes out of my own brain than the stuff that comes out of my brain + 3-4 players' brains.</p><p></p><p>Both of the previous paragraphs are, I hope clearly, entirely rooted in my experiences and preferences, and are not about anyone else's game/s.</p><p></p><p>Um. If you'd be generous enough to extend that invitation my way, I'd be happy to take you up on it. Any game you want. If the PDF isn't free, I'll buy it. I'll admit to a specific curiosity about Dogs ... I picked up the genericized version a while ago and it looks interesting; the possibility of your character eroding out from under you as damage accrues more rapidly than healing/experience add/refresh things seems as though it could be a perfect match for the right type of campaign. That said, when I say, "Any game you want," I mean exactly that.</p></blockquote><p></p>
[QUOTE="prabe, post: 8231211, member: 7016699"] So, sorry for inserting myself, but I've said things similar to what you're responding to ... I wouldn't say the games I was involved in, where the players had direct input in the setting design, were [I]trite[/I] or [I]shallow[/I] so much as they were [I]muddled[/I]. My inclination has been to blame that on the fact that different people had different things they wanted in the game/setting, and at least some of those things were not great tastes that went great together. There's also, I think, a sense that a singular setting-designer has an easier time being consistent, and an easier time ditching a less-attractive idea than if there's someone else's feelings to consider. I would say that as a GM, I found greater player-input (in the sense of putting things into the game-world) to be more work than doing everything myself. This applies both to the setting-design stuff, such as that built into Dresden Files (which is what we used) and to in-progress additions. I found (and find) it easier to keep track of the stuff that comes out of my own brain than the stuff that comes out of my brain + 3-4 players' brains. Both of the previous paragraphs are, I hope clearly, entirely rooted in my experiences and preferences, and are not about anyone else's game/s. Um. If you'd be generous enough to extend that invitation my way, I'd be happy to take you up on it. Any game you want. If the PDF isn't free, I'll buy it. I'll admit to a specific curiosity about Dogs ... I picked up the genericized version a while ago and it looks interesting; the possibility of your character eroding out from under you as damage accrues more rapidly than healing/experience add/refresh things seems as though it could be a perfect match for the right type of campaign. That said, when I say, "Any game you want," I mean exactly that. [/QUOTE]
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What is the point of GM's notes?
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