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What is the point of GM's notes?
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<blockquote data-quote="innerdude" data-source="post: 8235744" data-attributes="member: 85870"><p>Well, yeah, obviously. Principled PbtA play doesn't allow players to completely run off the rails in changing established fiction. </p><p></p><p>It's actually been quite surprising, really, just how careful my players have been about really shaping the results of their "moves" into the fiction. It's been refreshing, and gratifying, and collaborative, and very much harmonious. The players themselves are keenly interested in helping the other players have fun, and push the fiction towards things that address the characters' respective dramatic needs (aka, Iron Vows). </p><p></p><p>In these instances, really, the GM's role is kind of like the role of the Vice-President of the U.S. in relation to the Senate. (S)he doesn't have a vote on any actual proposed legislation, but can act as a tie-breaker in a deadlock.</p><p></p><p>Occasional I drop into "senator mode" and propose certain resolutions/additions to fiction, just as a matter of course, but I'm really just an equal among peers, and all ideas are considered.</p><p></p><p></p><p></p><p></p><p>I see what you're saying; I think in Ironsworn it just goes a step further, which is, don't lament or celebrate the fact that McDizzle's plans and Cowstantinopleville's plot line have been counteracted. </p><p></p><p>Rather, don't have things to be counteracted in the first place.</p></blockquote><p></p>
[QUOTE="innerdude, post: 8235744, member: 85870"] Well, yeah, obviously. Principled PbtA play doesn't allow players to completely run off the rails in changing established fiction. It's actually been quite surprising, really, just how careful my players have been about really shaping the results of their "moves" into the fiction. It's been refreshing, and gratifying, and collaborative, and very much harmonious. The players themselves are keenly interested in helping the other players have fun, and push the fiction towards things that address the characters' respective dramatic needs (aka, Iron Vows). In these instances, really, the GM's role is kind of like the role of the Vice-President of the U.S. in relation to the Senate. (S)he doesn't have a vote on any actual proposed legislation, but can act as a tie-breaker in a deadlock. Occasional I drop into "senator mode" and propose certain resolutions/additions to fiction, just as a matter of course, but I'm really just an equal among peers, and all ideas are considered. I see what you're saying; I think in Ironsworn it just goes a step further, which is, don't lament or celebrate the fact that McDizzle's plans and Cowstantinopleville's plot line have been counteracted. Rather, don't have things to be counteracted in the first place. [/QUOTE]
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What is the point of GM's notes?
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