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What is the point of GM's notes?
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<blockquote data-quote="Manbearcat" data-source="post: 8237139" data-attributes="member: 6696971"><p>And I thinks its instructive to note how significant differences in (a) ethos (GM mandate vs GM constraint via encoded principles), (b) GM-vs-table-facing-machinery (codified and table-facing action resolution vs GM-facing mediated action resolution via judgement and feel), and (c) integration (holistic design vs modular design) affect the formulation of these kinds of games.</p><p></p><p>I've seen 5e heralded as unstructured free form in the way that PBtA games are. I've seen them run like that (Mercer does this).</p><p></p><p>But the difference between what Mercer is doing in the 5e Critical Role series (and GMs who run 5e like this), what I'm doing in DW/AW, and the experience of the participants at the table (including the GM) is MASSIVE (precisely because of the extreme differences between a - c cited above; its GM mandate + GM-facing mediated action resolution via judgement and feel + modular design vs DW being the opposite in all ways). People have used "loosey-goosey" to describe this sort of play in 5e and I agree with that. My DW/AW games are anything but "loosey-goosey", though they are 90 % improv.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8237139, member: 6696971"] And I thinks its instructive to note how significant differences in (a) ethos (GM mandate vs GM constraint via encoded principles), (b) GM-vs-table-facing-machinery (codified and table-facing action resolution vs GM-facing mediated action resolution via judgement and feel), and (c) integration (holistic design vs modular design) affect the formulation of these kinds of games. I've seen 5e heralded as unstructured free form in the way that PBtA games are. I've seen them run like that (Mercer does this). But the difference between what Mercer is doing in the 5e Critical Role series (and GMs who run 5e like this), what I'm doing in DW/AW, and the experience of the participants at the table (including the GM) is MASSIVE (precisely because of the extreme differences between a - c cited above; its GM mandate + GM-facing mediated action resolution via judgement and feel + modular design vs DW being the opposite in all ways). People have used "loosey-goosey" to describe this sort of play in 5e and I agree with that. My DW/AW games are anything but "loosey-goosey", though they are 90 % improv. [/QUOTE]
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What is the point of GM's notes?
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