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What is the point of GM's notes?
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<blockquote data-quote="Bedrockgames" data-source="post: 8239617" data-attributes="member: 85555"><p>It all depends on how these things are run. Obviously toon is going to have you fighting with mechanics (and I haven't played it recently enough to comment on it intelligently here). But even in a less realistic system, one can strive for a worlds that feels consistent and real, with characters who move around with motivations that make sense, with events arising logically from one another, etc. It is all in the execution. Take a look at a setting like Ravenloft. I run that as living adventures but not as a sandbox living world (I just personally prefer my Ravenloft horror to be less grounded, less random, less about exploration, and more about the horror, the atmosphere, the adventures, etc). I know GMs who run it as a living world sandbox. And I know GMs who run Ravenloft as non-living world sandbox (which is probably closer to 'discover what is in the GM's notes). Other GMs focus entirely on story or something else. Obviously the foundations are important. Ravenloft as presented was much more broad stroke than say HARN, and so it is either going to take more prep to set it up for a living world type situation, or take greater extrapolation (which to be honest probably fits Ravenloft well anyways). </p><p></p><p>I think an example though is a lot of genre RPGs aren't as focused on the living world that I am talking about. They can be. I like genre. But I have been in games where the focus is on scenes, on events, and not on creating a believable world. I have also been in genre games where there is a focus on creating a believable world. But in a lot of cases the focus was the adventure not the world, or the focus was some other thing like the story among the characters (and we weren't really sweating the setting details). I think a good example here is what you hadnwave. Do you hand wave ammo? Do you hand wave other resources? Do you worry about travel times? In some games you might use hexes for instance to decide if the party or their enemy arrives somewhere first. In another you might choose based on what is more dramatically appropriate. In a living world sandbox I think you are generally more beholden to the former rather than latter.</p></blockquote><p></p>
[QUOTE="Bedrockgames, post: 8239617, member: 85555"] It all depends on how these things are run. Obviously toon is going to have you fighting with mechanics (and I haven't played it recently enough to comment on it intelligently here). But even in a less realistic system, one can strive for a worlds that feels consistent and real, with characters who move around with motivations that make sense, with events arising logically from one another, etc. It is all in the execution. Take a look at a setting like Ravenloft. I run that as living adventures but not as a sandbox living world (I just personally prefer my Ravenloft horror to be less grounded, less random, less about exploration, and more about the horror, the atmosphere, the adventures, etc). I know GMs who run it as a living world sandbox. And I know GMs who run Ravenloft as non-living world sandbox (which is probably closer to 'discover what is in the GM's notes). Other GMs focus entirely on story or something else. Obviously the foundations are important. Ravenloft as presented was much more broad stroke than say HARN, and so it is either going to take more prep to set it up for a living world type situation, or take greater extrapolation (which to be honest probably fits Ravenloft well anyways). I think an example though is a lot of genre RPGs aren't as focused on the living world that I am talking about. They can be. I like genre. But I have been in games where the focus is on scenes, on events, and not on creating a believable world. I have also been in genre games where there is a focus on creating a believable world. But in a lot of cases the focus was the adventure not the world, or the focus was some other thing like the story among the characters (and we weren't really sweating the setting details). I think a good example here is what you hadnwave. Do you hand wave ammo? Do you hand wave other resources? Do you worry about travel times? In some games you might use hexes for instance to decide if the party or their enemy arrives somewhere first. In another you might choose based on what is more dramatically appropriate. In a living world sandbox I think you are generally more beholden to the former rather than latter. [/QUOTE]
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