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What is the point of GM's notes?
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<blockquote data-quote="Manbearcat" data-source="post: 8233248" data-attributes="member: 6696971"><p>You're starting a new game as a Fighter in a BECMI/RC or AD&D Sandbox or Hexcrawl game.</p><p></p><p>You were beseeched (and paid) by the last surviving member of a caravan (a merchant) to explore a ruin to the SE. The merchant believes their guards and goods were taken there by the ambushers. </p><p></p><p>You go. </p><p></p><p>You uncover some horrible truth with grave implications in the delving.</p><p></p><p>You return and head directly to the palace to request an audience with the king. After earnestly parleying with the Chamberlain, you're rebuffed (no dice are rolled).</p><p></p><p>[HR][/HR]</p><p></p><p>The city where you meet the merchant = <em>GM Notes</em>.</p><p></p><p>The merchant and his/her story = <em>GM Notes</em>.</p><p></p><p>The parley with and acceptance of the merchant's pleading/offer = <em>Player decision-point.</em></p><p></p><p>What equipment or hirelings is/are available for purchase when you loadout for the delve = <em>GM Notes.</em></p><p></p><p>How you spend your available coin = <em>Player decision-points.</em></p><p></p><p>No Random Encounters on the road to the ruin =<em> GM Notes</em></p><p></p><p>The map and key of the ruin/delve itself = <em>GM Notes</em>.</p><p></p><p>The players' loadout and execution of character and party moves during the delve = <em>Player decision-points.</em></p><p></p><p>The ruin/delve's response to the PCs' delving = <em>GM Notes</em>.</p><p></p><p>Random Encounter on the road back from the ruin = <em>GM Notes.</em></p><p></p><p>The player's execution of character and party moves during the Random Encounter = <em>Player decision-points</em>.</p><p></p><p>The circumstances/orientation of the city when you return from the delve = <em>GM Notes.</em></p><p></p><p>Go see the king = <em>Player decision-point.</em></p><p></p><p>The Chamberlain receiving you = <em>GM Notes</em>.</p><p></p><p>The parley with the Chamberlain = <em>Player decision-point.</em></p><p></p><p>The Chamberlain rebuffing you (the GM "saying no") with no dice being rolled = <em>GM Notes</em>.</p><p></p><p>[HR][/HR]</p><p></p><p>Agree or disagree with this formulation above? If so, where and why?</p><p></p><p>How do the below constituent parts of the above manifest as <strong>subservient to the players' goals </strong>(I have some ideas on a few of them, but not all)?</p><p></p><p>* The city.</p><p></p><p>* The merchant and his/her story.</p><p></p><p>* The equipment/hirelings available.</p><p></p><p>* The Random Encounter frequency/table for the road.</p><p></p><p>* The map and key of the ruin.</p><p></p><p>* The Wandering Monsters for the ruin and the ruin's response to the PCs' delving.</p><p></p><p>* The situation in the city when the PCs return.</p><p></p><p>* The nature of the Chamberlain and logistics of reception.</p><p></p><p>* The Chamberlain rebuffing you without action resolution mechanics being invoked.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8233248, member: 6696971"] You're starting a new game as a Fighter in a BECMI/RC or AD&D Sandbox or Hexcrawl game. You were beseeched (and paid) by the last surviving member of a caravan (a merchant) to explore a ruin to the SE. The merchant believes their guards and goods were taken there by the ambushers. You go. You uncover some horrible truth with grave implications in the delving. You return and head directly to the palace to request an audience with the king. After earnestly parleying with the Chamberlain, you're rebuffed (no dice are rolled). [HR][/HR] The city where you meet the merchant = [I]GM Notes[/I]. The merchant and his/her story = [I]GM Notes[/I]. The parley with and acceptance of the merchant's pleading/offer = [I]Player decision-point.[/I] What equipment or hirelings is/are available for purchase when you loadout for the delve = [I]GM Notes.[/I] How you spend your available coin = [I]Player decision-points.[/I] No Random Encounters on the road to the ruin =[I] GM Notes[/I] The map and key of the ruin/delve itself = [I]GM Notes[/I]. The players' loadout and execution of character and party moves during the delve = [I]Player decision-points.[/I] The ruin/delve's response to the PCs' delving = [I]GM Notes[/I]. Random Encounter on the road back from the ruin = [I]GM Notes.[/I] The player's execution of character and party moves during the Random Encounter = [I]Player decision-points[/I]. The circumstances/orientation of the city when you return from the delve = [I]GM Notes.[/I] Go see the king = [I]Player decision-point.[/I] The Chamberlain receiving you = [I]GM Notes[/I]. The parley with the Chamberlain = [I]Player decision-point.[/I] The Chamberlain rebuffing you (the GM "saying no") with no dice being rolled = [I]GM Notes[/I]. [HR][/HR] Agree or disagree with this formulation above? If so, where and why? How do the below constituent parts of the above manifest as [B]subservient to the players' goals [/B](I have some ideas on a few of them, but not all)? * The city. * The merchant and his/her story. * The equipment/hirelings available. * The Random Encounter frequency/table for the road. * The map and key of the ruin. * The Wandering Monsters for the ruin and the ruin's response to the PCs' delving. * The situation in the city when the PCs return. * The nature of the Chamberlain and logistics of reception. * The Chamberlain rebuffing you without action resolution mechanics being invoked. [/QUOTE]
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