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What is the point of GM's notes?
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<blockquote data-quote="pemerton" data-source="post: 8238049" data-attributes="member: 42582"><p>I've run campaigns that feature the authored-by-and-only-known-to-the-GM bacsktory and setting trajectory stuff that [USER=23751]@Maxperson[/USER] describes:</p><p></p><p> </p><p>As I posted upthread,</p><p></p><p>From the players' in-character-point-of-view, when they hear about the prospects of an Imperial armada arriving, I don't think it matters whether I wrote that out three months ago, or whether I made it up on the spot as part of the framing when one of the characters - an Imperial Navy Commander - returns to her base on Novus.</p><p></p><p>The difference is that I am not trying to present to the players my "mental model" of a world. Rather, I am trying to frame situations that will engage them relative to their aspirations for their PCs.</p><p></p><p>I think it was earlier in this thread that some posters suggested that it would be important to know the details of such an armada in order to make other decisions about the gameworld (though I'm not sure which ones). My view is that the armada is no more nor less significant than any of the other things happening, such as depressions in major industrial worlds, or droughts on important agricultural worlds. In a system like Traveller, this is all bound up in the rolls made for random content generation.</p><p></p><p>Other systems that I GM - eg Prince Valiant - are even less procedural than Classic Traveller. The living world in Prince Valiant consists in the PCs getting married, having families, intervening in politics, establishing their regencies, travelling to Constantinople and being praised by the Emperor, etc. We don't need to know any details of military operations beyond either (i) the maps we are using from historical atlases, and (ii) the operations the PCs themselves undertake.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8238049, member: 42582"] I've run campaigns that feature the authored-by-and-only-known-to-the-GM bacsktory and setting trajectory stuff that [USER=23751]@Maxperson[/USER] describes: As I posted upthread, From the players' in-character-point-of-view, when they hear about the prospects of an Imperial armada arriving, I don't think it matters whether I wrote that out three months ago, or whether I made it up on the spot as part of the framing when one of the characters - an Imperial Navy Commander - returns to her base on Novus. The difference is that I am not trying to present to the players my "mental model" of a world. Rather, I am trying to frame situations that will engage them relative to their aspirations for their PCs. I think it was earlier in this thread that some posters suggested that it would be important to know the details of such an armada in order to make other decisions about the gameworld (though I'm not sure which ones). My view is that the armada is no more nor less significant than any of the other things happening, such as depressions in major industrial worlds, or droughts on important agricultural worlds. In a system like Traveller, this is all bound up in the rolls made for random content generation. Other systems that I GM - eg Prince Valiant - are even less procedural than Classic Traveller. The living world in Prince Valiant consists in the PCs getting married, having families, intervening in politics, establishing their regencies, travelling to Constantinople and being praised by the Emperor, etc. We don't need to know any details of military operations beyond either (i) the maps we are using from historical atlases, and (ii) the operations the PCs themselves undertake. [/QUOTE]
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