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What is the point of GM's notes?
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<blockquote data-quote="Emerikol" data-source="post: 8237822" data-attributes="member: 6698278"><p>I think for clarification. The campaign setting is mostly constructed in advance. The GM then becomes to the best of his or her ability a neutral arbiter from then on out. When you say something like "The GM decides if a secret do is present" the implication is that the GM is allowed to improv but the players are not. That is not the case at least in my games. The door is either there or not there per the campaign world. If it is not there then of course it cannot be found. If it is there and the roll is made it will certainly be found and if the roll is not made it will certainly not be found.</p><p></p><p>So the GM does two jobs. To the degree he can separate them that is good. </p><p></p><p>One is constructing the setting which he does before the campaign for the most part but also between sessions for things like advancing a calendar or reactions to PC actions that are not immediate. He takes care to dice for probabilities and not just choose and to be neutral.</p><p></p><p>The second is adjudicating what is happening in the setting during the play session. At that time the GM is not doing very much fictional creation. He is adhering to the campaign setting as much as possible. His goal is to be a neutral arbiter and purveyor of what the PCs are interacting with.</p><p></p><p>Question:</p><p>Suppose a GM purchased a really detailed setting. Suppose one exists to purchase even if none is on the market right now. If the GM purchases it and then adhered to it with great fidelity, would the GM still be creating that fiction? He is just relaying the information from the store bought setting as the PCs interact with it.</p></blockquote><p></p>
[QUOTE="Emerikol, post: 8237822, member: 6698278"] I think for clarification. The campaign setting is mostly constructed in advance. The GM then becomes to the best of his or her ability a neutral arbiter from then on out. When you say something like "The GM decides if a secret do is present" the implication is that the GM is allowed to improv but the players are not. That is not the case at least in my games. The door is either there or not there per the campaign world. If it is not there then of course it cannot be found. If it is there and the roll is made it will certainly be found and if the roll is not made it will certainly not be found. So the GM does two jobs. To the degree he can separate them that is good. One is constructing the setting which he does before the campaign for the most part but also between sessions for things like advancing a calendar or reactions to PC actions that are not immediate. He takes care to dice for probabilities and not just choose and to be neutral. The second is adjudicating what is happening in the setting during the play session. At that time the GM is not doing very much fictional creation. He is adhering to the campaign setting as much as possible. His goal is to be a neutral arbiter and purveyor of what the PCs are interacting with. Question: Suppose a GM purchased a really detailed setting. Suppose one exists to purchase even if none is on the market right now. If the GM purchases it and then adhered to it with great fidelity, would the GM still be creating that fiction? He is just relaying the information from the store bought setting as the PCs interact with it. [/QUOTE]
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What is the point of GM's notes?
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