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What is the point of GM's notes?
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<blockquote data-quote="Scott Christian" data-source="post: 8232378" data-attributes="member: 6901101"><p>The comparison isn't flawed. It is asking, which you answered in your statement, which item, your own design or another's, would be easier to find a flaw. And the answer is another's. The implication that you feel you have already corrected your own designs (Presumably, this is <em>already</em> an input to your own design efforts) shows that you have fewer errors in your own designs. Therefore, fewer tools on the toolbelt need to be used. And in the end, fewer skills practiced (or needed on the fly) because things are already smoothed over.</p><p></p><p>I wrote two very specific examples. Examples that would be less likely to surface were one to play through something they created. These examples demonstrated skills that might be used and practiced, even to a well seasoned GM. </p><p></p><p>To be fair, maybe for a lot of tables they would not notice it. But almost every GM I play with, we talk shop. We discuss what the original plan was, what the original encounter was, how things were altered, where it came from, alternatives they had in mind but didn't use, etc. I don't know, but for me that is kind of fun. But, you are right. I do not think most players would really know.</p></blockquote><p></p>
[QUOTE="Scott Christian, post: 8232378, member: 6901101"] The comparison isn't flawed. It is asking, which you answered in your statement, which item, your own design or another's, would be easier to find a flaw. And the answer is another's. The implication that you feel you have already corrected your own designs (Presumably, this is [I]already[/I] an input to your own design efforts) shows that you have fewer errors in your own designs. Therefore, fewer tools on the toolbelt need to be used. And in the end, fewer skills practiced (or needed on the fly) because things are already smoothed over. I wrote two very specific examples. Examples that would be less likely to surface were one to play through something they created. These examples demonstrated skills that might be used and practiced, even to a well seasoned GM. To be fair, maybe for a lot of tables they would not notice it. But almost every GM I play with, we talk shop. We discuss what the original plan was, what the original encounter was, how things were altered, where it came from, alternatives they had in mind but didn't use, etc. I don't know, but for me that is kind of fun. But, you are right. I do not think most players would really know. [/QUOTE]
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What is the point of GM's notes?
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