Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
What is the point of GM's notes?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="innerdude" data-source="post: 8231241" data-attributes="member: 85870"><p>The GM's construct of the "world," or the "fiction," or the "milieu," or whatever you want to call it, is just that---a construct. At what point is the construct "complete" enough for it to feel "real" to you?</p><p></p><p>Does there have to be detailed background information for every point or line drawn on the map of the world? Every city? Does every town need to have 20 fully realized NPCs before it will feel "real" to you? Do all 20 NPCs need to have fully realized daily schedules so you can roll on random tables to see if the PCs encounter them?</p><p></p><p>Does every nation-state in the world have to have a detailed 3,000 year history, with a list of kings, queens, regents before it will feel "real"?</p><p></p><p>And if not, what components of the construct do you decide is privileged / has primacy in making it "feel real" to you?</p><p></p><p>The thing of it is, a GM has to constantly generate off-the-cuff / in-the-moment "stuff to add to the fictional construct" no matter how much of the construct is prefabricated.</p><p></p><p>There's constant additions as the players interact with things in the world that simply didn't exist until the very moment the player says, "I look at / touch / act on X." It doesn't matter how much prefabrication happens beforehand, these situations still arise in every single moment of every single game session.</p><p></p><p>Yet somehow, a GM having to constantly make these spur-of-the-moment additions to the prefabricated construct don't make gameplay / the gameworld trite---but using a ruleset that systematically enables these additions coherently does?</p><p></p><p>I mean, you're entitled to your own preference. But it's my impression that if you really analyzed your preference as stated ("I prefer the world to be largely prefabricated, because it feels more real to me"), that you'd find there's a lot of un-analyzed assumptions and process gaps around the nature of what all that "prefabricated world fiction stuff" is actually doing. </p><p></p><p>I know, because I once believed EXACTLY as you do. I used to believe that without a "fully realized," "coherent," pre-fabricated fictional milieu, that RPG play would consistently fall short of reaching my goals of "realism" and "immersion."</p></blockquote><p></p>
[QUOTE="innerdude, post: 8231241, member: 85870"] The GM's construct of the "world," or the "fiction," or the "milieu," or whatever you want to call it, is just that---a construct. At what point is the construct "complete" enough for it to feel "real" to you? Does there have to be detailed background information for every point or line drawn on the map of the world? Every city? Does every town need to have 20 fully realized NPCs before it will feel "real" to you? Do all 20 NPCs need to have fully realized daily schedules so you can roll on random tables to see if the PCs encounter them? Does every nation-state in the world have to have a detailed 3,000 year history, with a list of kings, queens, regents before it will feel "real"? And if not, what components of the construct do you decide is privileged / has primacy in making it "feel real" to you? The thing of it is, a GM has to constantly generate off-the-cuff / in-the-moment "stuff to add to the fictional construct" no matter how much of the construct is prefabricated. There's constant additions as the players interact with things in the world that simply didn't exist until the very moment the player says, "I look at / touch / act on X." It doesn't matter how much prefabrication happens beforehand, these situations still arise in every single moment of every single game session. Yet somehow, a GM having to constantly make these spur-of-the-moment additions to the prefabricated construct don't make gameplay / the gameworld trite---but using a ruleset that systematically enables these additions coherently does? I mean, you're entitled to your own preference. But it's my impression that if you really analyzed your preference as stated ("I prefer the world to be largely prefabricated, because it feels more real to me"), that you'd find there's a lot of un-analyzed assumptions and process gaps around the nature of what all that "prefabricated world fiction stuff" is actually doing. I know, because I once believed EXACTLY as you do. I used to believe that without a "fully realized," "coherent," pre-fabricated fictional milieu, that RPG play would consistently fall short of reaching my goals of "realism" and "immersion." [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
What is the point of GM's notes?
Top