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What is the point of GM's notes?
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<blockquote data-quote="innerdude" data-source="post: 8240166" data-attributes="member: 85870"><p>[USER=85555]@Bedrockgames[/USER], thanks for taking the time to try and create a more detailed breakdown of the process you use to try and generate "living world" play.</p><p></p><p>Even if my own experience with sandbox play has not generated the same kinds of synergy/effect as described, I am grateful for the effort you put in to describing the process.</p><p></p><p>Interestingly, the things you describe are not unfamiliar. I can distinctly recall the mental flow states of <em>preestablished fiction -> player action declaration -> resolution -> extrapolation</em>. I can clearly envision myself in the middle of that process, and recall my cognitive state.</p><p></p><p>For me the beginning of disillusionment was the realization that there were still so many points where I just had to create or extrapolate whole cloth. It felt . . . like despite my best attempts, that I still had too much control over the fiction. I wanted to give my players more control, to feel more like they were driving their own success, without me-as-GM simply smoothing over the path for them.</p><p></p><p>Yet I also didn't want their victories to come cheaply either. There may be another avenue of exploration to this beyond simply the prep/notes/prefabrication, which is how to telegraph/communicate challenges to the players. The thing that's been interesting in Ironsworn, is that the players have fully embraced their role in collaboratively changing the fictional framing of challenges as their actions resolve.</p><p></p><p>They're very willing to engage with the consequences as they arise, with a strong recognition that to maintain principled play, they need to engage in the spirit of the rules and take into account the fictional framing.</p><p></p><p>So most of the time so far in Ironsworn, the players' challenges have arisen much more organically.</p><p></p><p>I actually think I need to explore BitD to look more closely at the idea of clocks, as they seem to be a mechanic that orients toward how to introduce new challenges to the players.</p></blockquote><p></p>
[QUOTE="innerdude, post: 8240166, member: 85870"] [USER=85555]@Bedrockgames[/USER], thanks for taking the time to try and create a more detailed breakdown of the process you use to try and generate "living world" play. Even if my own experience with sandbox play has not generated the same kinds of synergy/effect as described, I am grateful for the effort you put in to describing the process. Interestingly, the things you describe are not unfamiliar. I can distinctly recall the mental flow states of [I]preestablished fiction -> player action declaration -> resolution -> extrapolation[/I]. I can clearly envision myself in the middle of that process, and recall my cognitive state. For me the beginning of disillusionment was the realization that there were still so many points where I just had to create or extrapolate whole cloth. It felt . . . like despite my best attempts, that I still had too much control over the fiction. I wanted to give my players more control, to feel more like they were driving their own success, without me-as-GM simply smoothing over the path for them. Yet I also didn't want their victories to come cheaply either. There may be another avenue of exploration to this beyond simply the prep/notes/prefabrication, which is how to telegraph/communicate challenges to the players. The thing that's been interesting in Ironsworn, is that the players have fully embraced their role in collaboratively changing the fictional framing of challenges as their actions resolve. They're very willing to engage with the consequences as they arise, with a strong recognition that to maintain principled play, they need to engage in the spirit of the rules and take into account the fictional framing. So most of the time so far in Ironsworn, the players' challenges have arisen much more organically. I actually think I need to explore BitD to look more closely at the idea of clocks, as they seem to be a mechanic that orients toward how to introduce new challenges to the players. [/QUOTE]
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What is the point of GM's notes?
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