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What is the point of GM's notes?
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<blockquote data-quote="Arilyn" data-source="post: 8238615" data-attributes="member: 6816042"><p>I really like this scene in your example. Having the play squarely focussed on the squire, whose story this is, feels very Arthurian. Actually, it's just good drama, period, centering on character motivations and needs.</p><p></p><p>This then gets me musing about immersion. We can't have complete immersion in a rpg, sitting around a table, munching on snacks. Everyone agrees on that. There's an attempt at immersion, however, and arguments over what can encourage it, or break it. Meta mechanics, bad rules, hero points, shared authoring, etc. come up frequently in these discussions. I think, for me, it's mostly casual immersion, which intensifies substantially when I'm deeply caught up in my character's dramatic needs. With protagonist or story now games this is occurring more often, thus the sense of heightened immediacy I feel with these games. No coasting. I'm not even sure immersion is the right word for these moments. It is a markedly different way of playing, which may be one of the reasons for the arguments and confusion. There really isn't a need for all these detailed notes on locations and NPCs because the events bloom from the player characters' needs at the moment. And because these moments tend to feel more immersive? deep? real? (not sure of the best word), protagonist play is an attractive style. Player engagement is vastly increased. </p><p></p><p>I'm rambling because it's early in the morning here, and I didn't sleep well. This was going to be just a quick response, but I got caught up. The Prince Valiant example just got me trying to figure things out and why your example, pemerton, captures Arthurian romance with protagonist play.</p></blockquote><p></p>
[QUOTE="Arilyn, post: 8238615, member: 6816042"] I really like this scene in your example. Having the play squarely focussed on the squire, whose story this is, feels very Arthurian. Actually, it's just good drama, period, centering on character motivations and needs. This then gets me musing about immersion. We can't have complete immersion in a rpg, sitting around a table, munching on snacks. Everyone agrees on that. There's an attempt at immersion, however, and arguments over what can encourage it, or break it. Meta mechanics, bad rules, hero points, shared authoring, etc. come up frequently in these discussions. I think, for me, it's mostly casual immersion, which intensifies substantially when I'm deeply caught up in my character's dramatic needs. With protagonist or story now games this is occurring more often, thus the sense of heightened immediacy I feel with these games. No coasting. I'm not even sure immersion is the right word for these moments. It is a markedly different way of playing, which may be one of the reasons for the arguments and confusion. There really isn't a need for all these detailed notes on locations and NPCs because the events bloom from the player characters' needs at the moment. And because these moments tend to feel more immersive? deep? real? (not sure of the best word), protagonist play is an attractive style. Player engagement is vastly increased. I'm rambling because it's early in the morning here, and I didn't sleep well. This was going to be just a quick response, but I got caught up. The Prince Valiant example just got me trying to figure things out and why your example, pemerton, captures Arthurian romance with protagonist play. [/QUOTE]
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What is the point of GM's notes?
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