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What is the point of GM's notes?
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<blockquote data-quote="Aldarc" data-source="post: 8237899" data-attributes="member: 5142"><p>I think that "living world" is equally reductive and a problem when trying to explain people how to run a sandbox. It just romanticizes the outward aesthetic rather than the underlying nuts and bolts process. However, I personally find that the underlying nuts and bolts are <em>far more</em> informative and insightful when learning/explaining how to run a sandbox than the euphemistic speak. </p><p></p><p></p><p>The fact that you are using romantic language to encapsulate the "philosophy" of your preferred playstyle doesn't somehow make the language less romantic. Furthermore, is Blades in the Dark or Dungeon World less of a "living world" even though they operate with a different set of guiding principles in terms of GM/player roles? This is another problem with insisting on "Living World" as your preferred terminology. It could also apply to other games that we can recognize have vastly different underpinning architecture and play principles though they produce a similar output: i.e., a "living world." </p><p></p><p></p><p>Sure, but what does your euphemistic use of "ladies' room" really describe?</p></blockquote><p></p>
[QUOTE="Aldarc, post: 8237899, member: 5142"] I think that "living world" is equally reductive and a problem when trying to explain people how to run a sandbox. It just romanticizes the outward aesthetic rather than the underlying nuts and bolts process. However, I personally find that the underlying nuts and bolts are [I]far more[/I] informative and insightful when learning/explaining how to run a sandbox than the euphemistic speak. The fact that you are using romantic language to encapsulate the "philosophy" of your preferred playstyle doesn't somehow make the language less romantic. Furthermore, is Blades in the Dark or Dungeon World less of a "living world" even though they operate with a different set of guiding principles in terms of GM/player roles? This is another problem with insisting on "Living World" as your preferred terminology. It could also apply to other games that we can recognize have vastly different underpinning architecture and play principles though they produce a similar output: i.e., a "living world." Sure, but what does your euphemistic use of "ladies' room" really describe? [/QUOTE]
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What is the point of GM's notes?
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