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What is the point of GM's notes?
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<blockquote data-quote="pemerton" data-source="post: 8238884" data-attributes="member: 42582"><p>It's not about words being "loaded". It's about not making assumptions, in one's analysis, that aren't true for other RPGers.</p><p></p><p>I think we've established in this thread that fidelity to the "reality" of the world is pretty important for most of us as posters. (When I played an AD&D one-shot generating a dungeon using Appendix A, I didn't care about fidelity to the reality of any world. And when I played a Dying Earth one-shot it was close to "anything goes" as that's the nature of the setting. Those are the only exceptions I can think of at the moment.)</p><p></p><p>I've put "reality" in inverted commas because of course it's a metaphor. Literally, as you say, reality entails existence. And these imagined worlds of RPGing don't exist and hence aren't real. What is real are moments of imagination, and the records ("notes") we make of those. As you explain, in advance of play you imagine things about the gameworld and write those down - this is the <em>campaign construction phase</em> that occurs <em>outside the session</em>,<em> prior to the players learning about the world</em>. You then use the record of your imaginings to decide the outcomes of some action declarations, like "I search for secret doors."</p><p></p><p>That's one possible resolution technique, that also shows us a distinctive use for GM's notes. It's not the only way of resolving such action declarations, and it's not the only way that enables maintenance of fidelity to the "reality" of the gameworld. That's also not the only use that GM's notes might have.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8238884, member: 42582"] It's not about words being "loaded". It's about not making assumptions, in one's analysis, that aren't true for other RPGers. I think we've established in this thread that fidelity to the "reality" of the world is pretty important for most of us as posters. (When I played an AD&D one-shot generating a dungeon using Appendix A, I didn't care about fidelity to the reality of any world. And when I played a Dying Earth one-shot it was close to "anything goes" as that's the nature of the setting. Those are the only exceptions I can think of at the moment.) I've put "reality" in inverted commas because of course it's a metaphor. Literally, as you say, reality entails existence. And these imagined worlds of RPGing don't exist and hence aren't real. What is real are moments of imagination, and the records ("notes") we make of those. As you explain, in advance of play you imagine things about the gameworld and write those down - this is the [I]campaign construction phase[/I] that occurs [I]outside the session[/I],[I] prior to the players learning about the world[/I]. You then use the record of your imaginings to decide the outcomes of some action declarations, like "I search for secret doors." That's one possible resolution technique, that also shows us a distinctive use for GM's notes. It's not the only way of resolving such action declarations, and it's not the only way that enables maintenance of fidelity to the "reality" of the gameworld. That's also not the only use that GM's notes might have. [/QUOTE]
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