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What is the point of GM's notes?
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<blockquote data-quote="Bedrockgames" data-source="post: 8237279" data-attributes="member: 85555"><p>To be fair, this is true of traditional sandbox style RPGs too (or really any RPG). RPGs are experiential. When I first sat down to play an RPG, the rules were explained, the character sheets made clear, the dice and pencils placed down on the table. I expected to be bored. When play began, suddenly I wasn't in another world. I think we've all had the experience of reading a game thinking it will play one way, then it plays another (and sometimes you play enough games of one style, you can guess pretty well reading similar rules how they play). I read Blades in the Dark Recently. I still feel I have no idea how it feels to play. At some point I will get to playing it (though I have to admit it isn't the game I am most excited about playing at the moment). Something similar happened with HIllfolk. I new about the rules, though they would be disruptive to immersion. Then I played it and the game was actually quite immersive. Since then I've bought the book, played it a number of times. It is definitely good for immersion. But at the same time there are things it doesn't do well, or itches it doesn't scratch that would make it more of a once in a while game for me. One thing I did see right away when I had my players in my regular campaign play it was a lot of the different assumptions really tripped them up and it took a bit of time for them to get over that. </p><p></p><p>One area we had a real hard time with with Hillfolk was trying to do mystery. We ended up having a good mystery campaign, but we realized you are really there to enjoy the drama not discovered what actually happened (or to collectively figure out what happened, but the problem that created was there was this amorphous mystery that wasn't pinned down like a regular mystery is: i.e. some killed so and so, in this way, at this time, then did this to cover it up, etc). In Hillfolk those facts could emerge later, and in our case because we didnt' know who the guilty party was you always kind of had to play your character knowing it could end up being you (not sure if that makes sense or not). Also we were new to Hillfolk, so I might have missed some cool 'mystery tool' in the book somewhere. Still a great game. Just mentioning the mystery thing to point out these are all just tools and styles, and there isn't one right way. Every approach is going to have limits or not click with certain people. That is why you want a variety of styles</p></blockquote><p></p>
[QUOTE="Bedrockgames, post: 8237279, member: 85555"] To be fair, this is true of traditional sandbox style RPGs too (or really any RPG). RPGs are experiential. When I first sat down to play an RPG, the rules were explained, the character sheets made clear, the dice and pencils placed down on the table. I expected to be bored. When play began, suddenly I wasn't in another world. I think we've all had the experience of reading a game thinking it will play one way, then it plays another (and sometimes you play enough games of one style, you can guess pretty well reading similar rules how they play). I read Blades in the Dark Recently. I still feel I have no idea how it feels to play. At some point I will get to playing it (though I have to admit it isn't the game I am most excited about playing at the moment). Something similar happened with HIllfolk. I new about the rules, though they would be disruptive to immersion. Then I played it and the game was actually quite immersive. Since then I've bought the book, played it a number of times. It is definitely good for immersion. But at the same time there are things it doesn't do well, or itches it doesn't scratch that would make it more of a once in a while game for me. One thing I did see right away when I had my players in my regular campaign play it was a lot of the different assumptions really tripped them up and it took a bit of time for them to get over that. One area we had a real hard time with with Hillfolk was trying to do mystery. We ended up having a good mystery campaign, but we realized you are really there to enjoy the drama not discovered what actually happened (or to collectively figure out what happened, but the problem that created was there was this amorphous mystery that wasn't pinned down like a regular mystery is: i.e. some killed so and so, in this way, at this time, then did this to cover it up, etc). In Hillfolk those facts could emerge later, and in our case because we didnt' know who the guilty party was you always kind of had to play your character knowing it could end up being you (not sure if that makes sense or not). Also we were new to Hillfolk, so I might have missed some cool 'mystery tool' in the book somewhere. Still a great game. Just mentioning the mystery thing to point out these are all just tools and styles, and there isn't one right way. Every approach is going to have limits or not click with certain people. That is why you want a variety of styles [/QUOTE]
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