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What is the point of GM's notes?
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<blockquote data-quote="Bedrockgames" data-source="post: 8234965" data-attributes="member: 85555"><p>unless I misunderstand him, Fenris is not saying anything that is counter to Sandbox. It is hard to pin down ‘pure sandbox’ because different GM’s put down different lines but even the most old school sandbox builds on players actions. What you will tend to see in sandboxes is GMs answering questions based on fidelity to the world. But that IS NOT fidelity to the notes. If the players want to be ptfighters and I have no notes about pit fighters in my GM notes, I need to answer the question still. The pure sandbox approach most likely to answer that question based on whether they reasonably ought to exist. Bbut as Fenris points out how many fantasy worlds wouldn’t have that? It’s possible. The GM can decide sone things simply don’t exist (and these decisions can be important for maintaining the setting integrity). Most often stuff like that will be present and the GM then needs to generate that content on the fly (possibly informed by established setting material, possibly not). And this is just the most hard core old school sandbox. A GM like myself might well answer that question based on genre expectations+established setting stuff</p><p></p><p>also I think one key here is generally sandbox gamers don’t care as much about process. We care about tools, rulings, etc. but it is very important for player GM interactions to be as open and organic as possible. Having a strict process, would hinder the natural exploration of the world and flow of play (a lot of players talking amongst themselves, asking the GM what they know about the world, bringing their existing knowledge to bear on the situations, declaring what they attempt to do). Everything is extremely case by case</p></blockquote><p></p>
[QUOTE="Bedrockgames, post: 8234965, member: 85555"] unless I misunderstand him, Fenris is not saying anything that is counter to Sandbox. It is hard to pin down ‘pure sandbox’ because different GM’s put down different lines but even the most old school sandbox builds on players actions. What you will tend to see in sandboxes is GMs answering questions based on fidelity to the world. But that IS NOT fidelity to the notes. If the players want to be ptfighters and I have no notes about pit fighters in my GM notes, I need to answer the question still. The pure sandbox approach most likely to answer that question based on whether they reasonably ought to exist. Bbut as Fenris points out how many fantasy worlds wouldn’t have that? It’s possible. The GM can decide sone things simply don’t exist (and these decisions can be important for maintaining the setting integrity). Most often stuff like that will be present and the GM then needs to generate that content on the fly (possibly informed by established setting material, possibly not). And this is just the most hard core old school sandbox. A GM like myself might well answer that question based on genre expectations+established setting stuff also I think one key here is generally sandbox gamers don’t care as much about process. We care about tools, rulings, etc. but it is very important for player GM interactions to be as open and organic as possible. Having a strict process, would hinder the natural exploration of the world and flow of play (a lot of players talking amongst themselves, asking the GM what they know about the world, bringing their existing knowledge to bear on the situations, declaring what they attempt to do). Everything is extremely case by case [/QUOTE]
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What is the point of GM's notes?
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