Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
What is the point of GM's notes?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="pemerton" data-source="post: 8240274" data-attributes="member: 42582"><p>No worries!</p><p></p><p></p><p>I don't do a lot of <em>dungeon with pre-specified difficulties</em> play. But I think if I had signed up for that, and then learned that in fact the GM was making it up as s/he goes along, I would feel a bit ripped off. I have had somewhat parallel experiences where, a certain way (eg a few sessions) into a game it becomes clear that nothing we do as players is having a substantial effect on the situations the GM is presenting to us. Generally those games have not been good ones.</p><p></p><p>When I'm playing Burning Wheel it tends to be fairly apparent to me when the GM is introducing something that was prepared or pre-imagined. This is because (i) I know him fairly well and can recognise his predictions, and (ii) they tend to have a degree of intricacy that suggests some prep rather than spontaneity. I don't really care where he draws his material from, provided that he follows the precepts of the game - that is, framing scenes that speak to player-authored Beliefs, Instincts et al; and narrating consequences (especially failure consequences) that reflect the player intent for action declarations. Because of the role of player authorship, there are going to be practical constraints on how much pre-imagining is feasible and helpful.</p><p></p><p>There are no secret rolls in the games that I play/GM at the moment, with one exception: Classic Traveller calls for secret rolls by the referee to determine if a branch of the Psionics Institute exists on a world. I have adopted a practice of making that roll at the same time that I make my other world notes as part of the process of world generation. There is also an express permission in Classic Traveller for the referee to use non-random considerations in generating worlds, and so far I have done that once in relation to branches of the Psionics Institute. I can't remember what exactly I said to the players at the time, but it doesn't worry me if they work out that I made a deliberate decision on that occasion: the trigger for it was their declared action to search for a branch on the world they were on, which had an established connection to an ancient psionics-using alien civilisation.</p><p></p><p>When I was GMing 4e, I would make decisions about reinforcements, which PC a villain might attack, etc based on what seemed sensible and fun at the time. At least one of my players adopted a general policy of not unloading all his big guns early on the basis that "pemerton always keeps something up his sleeve" in an encounter. As far as magic items were concerned in that game, these were mostly gifts or improvements of existing items; but when items were occasionally discovered I was generally going off player-authored "wishlists" to decide what they were.</p><p></p><p>In our Prince Valiant game there have been two "magic items" so far. One is a silvered dagger blessed in the waters of St Sigobert. It was a gift to one of the PCs from the Duke of York (on the occasion of another PC's wedding to the Duke's daughter Elizabeth), the recipient PC having founded a holy military order The Knights of St Sigobert. The other is a greatsword that one of the PCs (the husband of Elizabeth of York) took from a cursed ghost/haunt that the PCs defeated in the forests of Dacia. It seems likely that the greatsword is cursed in some fashion, and so far the character uses it sparingly.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8240274, member: 42582"] No worries! I don't do a lot of [I]dungeon with pre-specified difficulties[/I] play. But I think if I had signed up for that, and then learned that in fact the GM was making it up as s/he goes along, I would feel a bit ripped off. I have had somewhat parallel experiences where, a certain way (eg a few sessions) into a game it becomes clear that nothing we do as players is having a substantial effect on the situations the GM is presenting to us. Generally those games have not been good ones. When I'm playing Burning Wheel it tends to be fairly apparent to me when the GM is introducing something that was prepared or pre-imagined. This is because (i) I know him fairly well and can recognise his predictions, and (ii) they tend to have a degree of intricacy that suggests some prep rather than spontaneity. I don't really care where he draws his material from, provided that he follows the precepts of the game - that is, framing scenes that speak to player-authored Beliefs, Instincts et al; and narrating consequences (especially failure consequences) that reflect the player intent for action declarations. Because of the role of player authorship, there are going to be practical constraints on how much pre-imagining is feasible and helpful. There are no secret rolls in the games that I play/GM at the moment, with one exception: Classic Traveller calls for secret rolls by the referee to determine if a branch of the Psionics Institute exists on a world. I have adopted a practice of making that roll at the same time that I make my other world notes as part of the process of world generation. There is also an express permission in Classic Traveller for the referee to use non-random considerations in generating worlds, and so far I have done that once in relation to branches of the Psionics Institute. I can't remember what exactly I said to the players at the time, but it doesn't worry me if they work out that I made a deliberate decision on that occasion: the trigger for it was their declared action to search for a branch on the world they were on, which had an established connection to an ancient psionics-using alien civilisation. When I was GMing 4e, I would make decisions about reinforcements, which PC a villain might attack, etc based on what seemed sensible and fun at the time. At least one of my players adopted a general policy of not unloading all his big guns early on the basis that "pemerton always keeps something up his sleeve" in an encounter. As far as magic items were concerned in that game, these were mostly gifts or improvements of existing items; but when items were occasionally discovered I was generally going off player-authored "wishlists" to decide what they were. In our Prince Valiant game there have been two "magic items" so far. One is a silvered dagger blessed in the waters of St Sigobert. It was a gift to one of the PCs from the Duke of York (on the occasion of another PC's wedding to the Duke's daughter Elizabeth), the recipient PC having founded a holy military order The Knights of St Sigobert. The other is a greatsword that one of the PCs (the husband of Elizabeth of York) took from a cursed ghost/haunt that the PCs defeated in the forests of Dacia. It seems likely that the greatsword is cursed in some fashion, and so far the character uses it sparingly. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
What is the point of GM's notes?
Top