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What is the point of GM's notes?
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<blockquote data-quote="Imaro" data-source="post: 8234305" data-attributes="member: 48965"><p>There can be more than one protagonist in a story... In Infinity War...Thanos is the main antagonist... Iron Man is one of many protagonists</p><p></p><p></p><p>The fact that the emergent story is created from and focused on the decisions the PC's make to deal with this or that threat (introduced by the GM) is what makes them the protagonists of said emergent story. A Threat alons no matter how well detailed is not in and of itself a story.</p><p></p><p></p><p>If the players decided to go to that dungeon vs the city of Agrabar is influencing what play is about. If the dramtic need of the PC is to explore dungeons it doesn't matter if the GM creats it or not his dramatic need is being explored. </p><p></p><p>If the game is focused on the decisions and resulting ramifications of the choices the players are making. They can choose or choose not to make their dramatic needs the focus of play. The only way they lack protagonism is if this option is taken off the table, otherwise they have protagonism and need only exert it. </p><p></p><p></p><p></p><p>No I'm not I'm clearly stating what the game is about. You seem to be suggesting that the GM pre-creating something precludes it from being a part of the PC's exploring their dramatic needs and yet I haven't see any evidence to support this conclusion. The crux of this really seems to be floating around how much authorial control is given vs. whether protagonism is present. Why not just say this difference in styles is authorial control then?</p></blockquote><p></p>
[QUOTE="Imaro, post: 8234305, member: 48965"] There can be more than one protagonist in a story... In Infinity War...Thanos is the main antagonist... Iron Man is one of many protagonists The fact that the emergent story is created from and focused on the decisions the PC's make to deal with this or that threat (introduced by the GM) is what makes them the protagonists of said emergent story. A Threat alons no matter how well detailed is not in and of itself a story. If the players decided to go to that dungeon vs the city of Agrabar is influencing what play is about. If the dramtic need of the PC is to explore dungeons it doesn't matter if the GM creats it or not his dramatic need is being explored. If the game is focused on the decisions and resulting ramifications of the choices the players are making. They can choose or choose not to make their dramatic needs the focus of play. The only way they lack protagonism is if this option is taken off the table, otherwise they have protagonism and need only exert it. No I'm not I'm clearly stating what the game is about. You seem to be suggesting that the GM pre-creating something precludes it from being a part of the PC's exploring their dramatic needs and yet I haven't see any evidence to support this conclusion. The crux of this really seems to be floating around how much authorial control is given vs. whether protagonism is present. Why not just say this difference in styles is authorial control then? [/QUOTE]
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What is the point of GM's notes?
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