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What is the point of GM's notes?
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<blockquote data-quote="Cadence" data-source="post: 8238108" data-attributes="member: 6701124"><p>This is making me think about my actual play experience. I think my best experiences playing D&D and the like (as a player or DM) is when there is a nice hand-off between the players and DM in this regard:</p><ul> <li data-xf-list-type="ul">the DM and player are fine with the player authoring chunks of background or things they would know</li> <li data-xf-list-type="ul">the DM uses the players ideas and conceptions where they don't derail too much of what they have in their heads and thinks is vital</li> <li data-xf-list-type="ul">where the DM accounts for the players big picture without making it too gamey (useful-ish magic items and background relevant encounters turn up, they don't turn up perfectly tailored like clock work in matched sets)</li> <li data-xf-list-type="ul">where the DM isn't too wedded to their pre-existing ideas</li> <li data-xf-list-type="ul">where the players have the characters motivations be fungible enough that the characters don't constantly leave the party for a new job or change of scenery like happens in real life</li> <li data-xf-list-type="ul">the players aren't too munchkin/min-max in their contributions</li> </ul><p>The odd thing is, it feels like in all of those we would have knee-jerk described it as the DM running things and making up the world -- I guess, unless pressed to think about what was actually happening.</p></blockquote><p></p>
[QUOTE="Cadence, post: 8238108, member: 6701124"] This is making me think about my actual play experience. I think my best experiences playing D&D and the like (as a player or DM) is when there is a nice hand-off between the players and DM in this regard: [LIST] [*]the DM and player are fine with the player authoring chunks of background or things they would know [*]the DM uses the players ideas and conceptions where they don't derail too much of what they have in their heads and thinks is vital [*]where the DM accounts for the players big picture without making it too gamey (useful-ish magic items and background relevant encounters turn up, they don't turn up perfectly tailored like clock work in matched sets) [*]where the DM isn't too wedded to their pre-existing ideas [*]where the players have the characters motivations be fungible enough that the characters don't constantly leave the party for a new job or change of scenery like happens in real life [*]the players aren't too munchkin/min-max in their contributions [/LIST] The odd thing is, it feels like in all of those we would have knee-jerk described it as the DM running things and making up the world -- I guess, unless pressed to think about what was actually happening. [/QUOTE]
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What is the point of GM's notes?
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