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What is the point of GM's notes?
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<blockquote data-quote="Fenris-77" data-source="post: 8237210" data-attributes="member: 6993955"><p>Pretty much, yeah. In more traditional games immersion comes from action declaration and exposition (which is fine), but <em>Blades</em> does it differently. The mechanics and pacing of the game itself, in the form of the feedback loop, are designed to foster that feeling of being swept away. Without having playing a game like <em>Blades</em> its almost impossible, from the traditional D&D/OSR perspective, to envision what the difference is. The mechanics look one way when you're just reading them, and another way entirely when you're not just playing them, but playing them with some confidence. This reminds me of some of the prefatory material in <em>Burning Wheel </em>where Luke Crane is up front about the game needing some time and attention to really make fly.</p></blockquote><p></p>
[QUOTE="Fenris-77, post: 8237210, member: 6993955"] Pretty much, yeah. In more traditional games immersion comes from action declaration and exposition (which is fine), but [I]Blades[/I] does it differently. The mechanics and pacing of the game itself, in the form of the feedback loop, are designed to foster that feeling of being swept away. Without having playing a game like [I]Blades[/I] its almost impossible, from the traditional D&D/OSR perspective, to envision what the difference is. The mechanics look one way when you're just reading them, and another way entirely when you're not just playing them, but playing them with some confidence. This reminds me of some of the prefatory material in [I]Burning Wheel [/I]where Luke Crane is up front about the game needing some time and attention to really make fly. [/QUOTE]
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What is the point of GM's notes?
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