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What is the point of GM's notes?
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<blockquote data-quote="pemerton" data-source="post: 8236671" data-attributes="member: 42582"><p>[USER=23751]@Maxperson[/USER], [USER=85555]@Bedrockgames[/USER]</p><p></p><p>Here is <a href="http://www.indie-rpgs.com/archive/index.php?topic=1361" target="_blank">a paragraph from Paul Czege</a> and <a href="https://isabout.wordpress.com/2010/02/16/the-pitfalls-of-narrative-technique-in-rpg-play/" target="_blank">another one from Eero Tuovinen</a> that helps explain my use of the word <em>notes:</em></p><p></p><p style="margin-left: 20px">although roleplaying games typically feature scene transition, by "scene framing" we're talking about a subset of scene transition that features a different kind of intentionality. My personal inclination is to call the traditional method "scene extrapolation," because the details of the Point A of scenes initiated using the method are typically arrived at primarily by considering the physics of the game world, what has happened prior to the scene, and the unrevealed actions and aspirations of characters that only the GM knows about.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><em>Dungeons & Dragons</em> involves clear and strong backstory authority as a crucial part of the game: the GM not only should prepare a dungeon ahead of time for the game, but he is also allowed to amend and expand on his preparatory work during play on the premise that his task is to present the game world as fully as necessary for the players: there is no ambiguity about who gets to decide what is inside a treasure chest: unless somebody changed its contents during play, the GM refers to his notes or imagination and decides what should be in the chest.</p><p></p><p>Those <em>unrevealed actions and aspirations of characters that only the GM knows about</em>, the <em>GMs notes and imagination</em>, are what I'm referring to.</p><p></p><p>Now supposed instead of <em>notes</em> I used the word <em>conception</em> - and hence referred to <em>playing to learn the content of the GM's conception of the fiction</em>, would that satisfy you? The key feature of <em>the GM's conception of the shared fiction </em>is that it is asymmetrical and close to unilateral. For instance, if in the GM's conception of the shared fiction there is no secret trapdoor under the rug, then the PC will not find one know matter how confidently the player declares that his/her PC is searching. That is a very typical illustration of the asymmetry-verging-on-unilateralism that I am pointing to when I use the phrase <em>playing to learn the content of the GM's conception of the fiction</em>.</p><p></p><p></p><p>This is why I use the qualifying phrase <em>verging on</em>.</p><p></p><p>For instance, and to allude to the quote from Tuovinen: the GM may not have thought about what is in the chest, or what is under the rug, until a player declares that his/her PC has a look. If the GM at that point decides <em>there is nothing in the chest </em>or <em>there is nothing under the rug</em> then it is true that the GM is building off the player's input (ie the action declaration) but this is very obviously <em>not</em> an example of the sort of thing that [USER=85870]@innerdude[/USER] described upthread, that I subsequently elaborated on.</p><p></p><p>The contrast is in fact quite striking.</p><p></p><p>If you don't like the words that I use to describe the contrast please supply me with some that meet with your approval. But please don't imply that the contrast doesn't obtain. It does. I know about it. [USER=6698278]@Emerikol[/USER] knows about it. [USER=205]@TwoSix[/USER] and [USER=85870]@innerdude[/USER] know about it. [USER=16814]@Ovinomancer[/USER] knows about it. And I'm pretty sure from your posts that you know about it too.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8236671, member: 42582"] [USER=23751]@Maxperson[/USER], [USER=85555]@Bedrockgames[/USER] Here is [URL='http://www.indie-rpgs.com/archive/index.php?topic=1361']a paragraph from Paul Czege[/URL] and [URL='https://isabout.wordpress.com/2010/02/16/the-pitfalls-of-narrative-technique-in-rpg-play/']another one from Eero Tuovinen[/URL] that helps explain my use of the word [I]notes:[/I] [INDENT]although roleplaying games typically feature scene transition, by "scene framing" we're talking about a subset of scene transition that features a different kind of intentionality. My personal inclination is to call the traditional method "scene extrapolation," because the details of the Point A of scenes initiated using the method are typically arrived at primarily by considering the physics of the game world, what has happened prior to the scene, and the unrevealed actions and aspirations of characters that only the GM knows about.[/INDENT] [INDENT][/INDENT] [INDENT][I]Dungeons & Dragons[/I] involves clear and strong backstory authority as a crucial part of the game: the GM not only should prepare a dungeon ahead of time for the game, but he is also allowed to amend and expand on his preparatory work during play on the premise that his task is to present the game world as fully as necessary for the players: there is no ambiguity about who gets to decide what is inside a treasure chest: unless somebody changed its contents during play, the GM refers to his notes or imagination and decides what should be in the chest.[/INDENT] Those [I]unrevealed actions and aspirations of characters that only the GM knows about[/I], the [I]GMs notes and imagination[/I], are what I'm referring to. Now supposed instead of [I]notes[/I] I used the word [I]conception[/I] - and hence referred to [I]playing to learn the content of the GM's conception of the fiction[/I], would that satisfy you? The key feature of [I]the GM's conception of the shared fiction [/I]is that it is asymmetrical and close to unilateral. For instance, if in the GM's conception of the shared fiction there is no secret trapdoor under the rug, then the PC will not find one know matter how confidently the player declares that his/her PC is searching. That is a very typical illustration of the asymmetry-verging-on-unilateralism that I am pointing to when I use the phrase [I]playing to learn the content of the GM's conception of the fiction[/I]. This is why I use the qualifying phrase [I]verging on[/I]. For instance, and to allude to the quote from Tuovinen: the GM may not have thought about what is in the chest, or what is under the rug, until a player declares that his/her PC has a look. If the GM at that point decides [I]there is nothing in the chest [/I]or [I]there is nothing under the rug[/I] then it is true that the GM is building off the player's input (ie the action declaration) but this is very obviously [I]not[/I] an example of the sort of thing that [USER=85870]@innerdude[/USER] described upthread, that I subsequently elaborated on. The contrast is in fact quite striking. If you don't like the words that I use to describe the contrast please supply me with some that meet with your approval. But please don't imply that the contrast doesn't obtain. It does. I know about it. [USER=6698278]@Emerikol[/USER] knows about it. [USER=205]@TwoSix[/USER] and [USER=85870]@innerdude[/USER] know about it. [USER=16814]@Ovinomancer[/USER] knows about it. And I'm pretty sure from your posts that you know about it too. [/QUOTE]
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