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What is the point of GM's notes?
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<blockquote data-quote="Emerikol" data-source="post: 8235990" data-attributes="member: 6698278"><p>Well, when designing the world, and especially the sandbox which as you know is a small far more detailed chunk of the overall world, I create a place with a lot of problems. Evil sorts of all kinds are about doing their wicked things. There are also long buried lost dungeons and tombs on occasion as well. I also have types who are not perhaps outright evil in the big E sense but are shady or self serving. I like ACKS definition for Law, Chaos, or Neutral. Law if fighting for what you view as civilization. Chaos are those trying to tear it down. Neutrals are those who serve themselves and give lip service to Law while gladly living under its protection.</p><p></p><p>I have a calendar of their activities usually planned out for some time in the future. It's not as complicated as you might think but it's there.</p><p></p><p>The players then start interacting with the world and choose who or what they will interfere with as they go about their lives. There really is no session concept. We stop, at a good spot when we can but not always, and we start again later. It's continuous. </p><p></p><p>Conflict occurs when the PCs start interfering with bad guys plans or start making plans that naturally run afoul of the bad guys. So PCs may check around looking for adventure and there may be some legends the local populace knows. There may be rumors in the tavern. On occasion they may encounter the outcome of some evil guy's work and decide to oppose him. The players just do whatever they want and we see what happens. </p><p></p><p>I think a lot of the way you frame games is an outcome of your playstyle but it's not natural to me.</p></blockquote><p></p>
[QUOTE="Emerikol, post: 8235990, member: 6698278"] Well, when designing the world, and especially the sandbox which as you know is a small far more detailed chunk of the overall world, I create a place with a lot of problems. Evil sorts of all kinds are about doing their wicked things. There are also long buried lost dungeons and tombs on occasion as well. I also have types who are not perhaps outright evil in the big E sense but are shady or self serving. I like ACKS definition for Law, Chaos, or Neutral. Law if fighting for what you view as civilization. Chaos are those trying to tear it down. Neutrals are those who serve themselves and give lip service to Law while gladly living under its protection. I have a calendar of their activities usually planned out for some time in the future. It's not as complicated as you might think but it's there. The players then start interacting with the world and choose who or what they will interfere with as they go about their lives. There really is no session concept. We stop, at a good spot when we can but not always, and we start again later. It's continuous. Conflict occurs when the PCs start interfering with bad guys plans or start making plans that naturally run afoul of the bad guys. So PCs may check around looking for adventure and there may be some legends the local populace knows. There may be rumors in the tavern. On occasion they may encounter the outcome of some evil guy's work and decide to oppose him. The players just do whatever they want and we see what happens. I think a lot of the way you frame games is an outcome of your playstyle but it's not natural to me. [/QUOTE]
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What is the point of GM's notes?
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