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What is the point of GM's notes?
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<blockquote data-quote="Lanefan" data-source="post: 8241104" data-attributes="member: 29398"><p>While I adore Castle Amber - and in fact ran it within the last year - when it comes to providing an example of a realistic believable world, Chateau D'Amberville ain't the place to look. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> (nor, for that matter, is Averoigne; but at least with a bit of work it can be tarted up into a halfway functional setting should the PCs decide to explore in more depth than just what's needed to finish the adventure)</p><p></p><p>The Chateau is I think specifically intended to be a bit of a madhouse; intentionally somewhat non-believable to the point where even the wise PCs end up starting to doubt their own perception and are attempting illusion disbelief at every turn. That's what makes it cool!</p><p></p><p>Exactly!</p><p></p><p>Of course. One of the key elements in any setting is the passage of time, both before the PCs start their careers (the setting history) and - germaine to the point here - <em>while their careers are occurring</em> (emergent history, if you will). The world they know of - even the parts they've merely heard of but haven't interacted with - isn't going to stand still for ten years until the PCs get to it.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8241104, member: 29398"] While I adore Castle Amber - and in fact ran it within the last year - when it comes to providing an example of a realistic believable world, Chateau D'Amberville ain't the place to look. :) (nor, for that matter, is Averoigne; but at least with a bit of work it can be tarted up into a halfway functional setting should the PCs decide to explore in more depth than just what's needed to finish the adventure) The Chateau is I think specifically intended to be a bit of a madhouse; intentionally somewhat non-believable to the point where even the wise PCs end up starting to doubt their own perception and are attempting illusion disbelief at every turn. That's what makes it cool! Exactly! Of course. One of the key elements in any setting is the passage of time, both before the PCs start their careers (the setting history) and - germaine to the point here - [I]while their careers are occurring[/I] (emergent history, if you will). The world they know of - even the parts they've merely heard of but haven't interacted with - isn't going to stand still for ten years until the PCs get to it. [/QUOTE]
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What is the point of GM's notes?
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