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What is the point of GM's notes?
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<blockquote data-quote="Bedrockgames" data-source="post: 8238179" data-attributes="member: 85555"><p>It really depends on the game. Some of my games are focused on building mysteries, not pure sandboxes. One is focused on producing a ripped from the headlines style of play with story elements (Terror Network: think 24 but a little more grounded). Another is focused on character driven adventures with lots of conflict between the players (Crime Network: think Goodfellas and Donnie Brasco). Another is just a horror emulation game that doesn't attempt to advance one particular style of play (Horror Show). Another is an alternative history setting focused on mysteries, monster hunts and politics, where the players are servants of Caligula helping him wage a war against Neptune (Servants of Gaius). More recently Sertorius is a game about characters who are 'demi-god spell casters', and largely it is about leaning into what happens when player characters have that kind of power, start gaining followers (Sertorius). My wuxia/Martial Arts Fantasy game, Wandering Heroes of Ogre Gate* is probably the closest to getting the kind of play I talk about here. However there was some evolution of thought over the course of the line. But that is the book where you see things like grudge tables, drama sandbox, etc. My game strange tales is specifically for one shots, not sandboxes, but monster of the week style adventures. Also should mention I am not the only hand in making these games, they all have co-designers.</p><p></p><p>*This one is free and the relevant advice begins on page 406 through to about 425</p></blockquote><p></p>
[QUOTE="Bedrockgames, post: 8238179, member: 85555"] It really depends on the game. Some of my games are focused on building mysteries, not pure sandboxes. One is focused on producing a ripped from the headlines style of play with story elements (Terror Network: think 24 but a little more grounded). Another is focused on character driven adventures with lots of conflict between the players (Crime Network: think Goodfellas and Donnie Brasco). Another is just a horror emulation game that doesn't attempt to advance one particular style of play (Horror Show). Another is an alternative history setting focused on mysteries, monster hunts and politics, where the players are servants of Caligula helping him wage a war against Neptune (Servants of Gaius). More recently Sertorius is a game about characters who are 'demi-god spell casters', and largely it is about leaning into what happens when player characters have that kind of power, start gaining followers (Sertorius). My wuxia/Martial Arts Fantasy game, Wandering Heroes of Ogre Gate* is probably the closest to getting the kind of play I talk about here. However there was some evolution of thought over the course of the line. But that is the book where you see things like grudge tables, drama sandbox, etc. My game strange tales is specifically for one shots, not sandboxes, but monster of the week style adventures. Also should mention I am not the only hand in making these games, they all have co-designers. *This one is free and the relevant advice begins on page 406 through to about 425 [/QUOTE]
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What is the point of GM's notes?
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