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What is the point of GM's notes?
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<blockquote data-quote="Guest&nbsp; 85555" data-source="post: 8239837"><p>I don't have a formal mechanism or procedure like "faction turns". However I do track what my factions are doing, and if there is conflict between them I make regular rolls to see who is winning, how many men are being killed etc (and I have a sect and organization shake up table I roll on on occasion anyways). Mostly I think it is about playing the factions and playing the NPCs. Just like I pointed to in the Feast of Goblyns entry. There is no formal: do this, then this, then this. I simply have the NPC stats, description (which is more of a memory aid, what is most important is the concept of the character and his motives: very rarely need to read this again during play), his kung fu techniques, etc. I do often make rolls for the NPCs (as I described above), but that often comes down to two things: 1) being uncertain about something---for instance if I were uncertain about Iron God Meng's reaction to Han I may have Han make a Persuade roll, and 2) playing the game fairly. I don't want to have Han just arrive by fiat to stage the perfect ambush as some kind of set piece. I want him to have to work for that just like the players would (this is why I occasionally outsource NPCs like this to friends no playing in the current campaign if they are available to do so: I call this long distance villainy). So Han will make skill rolls. I may make rulings on other types of rolls (for example maybe Han sends some of his servants to abduct the player's friend in another town as an ace up his sleeve: I would rule on this by assigning a general competence level to the servants of 0 to 6, and then roll a pool of d10s either against a target number of my choosing or against one of the mental defenses of the victim). If Scholar Han is moving around a lot I will often take out a map, put it on the table (if it is a live game with people I would put the map behind a screen) and place a pawn on the map to track his movement). This is really kind of an intuitive process where you are regularly drawing on what seems to be the best tool for the moment</p></blockquote><p></p>
[QUOTE="Guest 85555, post: 8239837"] I don't have a formal mechanism or procedure like "faction turns". However I do track what my factions are doing, and if there is conflict between them I make regular rolls to see who is winning, how many men are being killed etc (and I have a sect and organization shake up table I roll on on occasion anyways). Mostly I think it is about playing the factions and playing the NPCs. Just like I pointed to in the Feast of Goblyns entry. There is no formal: do this, then this, then this. I simply have the NPC stats, description (which is more of a memory aid, what is most important is the concept of the character and his motives: very rarely need to read this again during play), his kung fu techniques, etc. I do often make rolls for the NPCs (as I described above), but that often comes down to two things: 1) being uncertain about something---for instance if I were uncertain about Iron God Meng's reaction to Han I may have Han make a Persuade roll, and 2) playing the game fairly. I don't want to have Han just arrive by fiat to stage the perfect ambush as some kind of set piece. I want him to have to work for that just like the players would (this is why I occasionally outsource NPCs like this to friends no playing in the current campaign if they are available to do so: I call this long distance villainy). So Han will make skill rolls. I may make rulings on other types of rolls (for example maybe Han sends some of his servants to abduct the player's friend in another town as an ace up his sleeve: I would rule on this by assigning a general competence level to the servants of 0 to 6, and then roll a pool of d10s either against a target number of my choosing or against one of the mental defenses of the victim). If Scholar Han is moving around a lot I will often take out a map, put it on the table (if it is a live game with people I would put the map behind a screen) and place a pawn on the map to track his movement). This is really kind of an intuitive process where you are regularly drawing on what seems to be the best tool for the moment [/QUOTE]
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