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What is the point of GM's notes?
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<blockquote data-quote="Fenris-77" data-source="post: 8241474" data-attributes="member: 6993955"><p>I'm going to start at the bottom and work my way back up. Would I know the difference? Well, yes and no. If I'm familiar with the Blades setting material I know none of those specifics are included, so yes. That said, could I tell the difference between them being evolved before hand or as a direct result of consequences in play? Perhaps, and mostly in a negative way for the evolved-first material. Let's take the pardon as the specific example. If that came up in play, but for no particular reason, i.e. not linked to any of character decisions or the subsequent consequences in the course of play, or the context in which we encountered the Scavengers, then yes, I could tell. If that change isn't contextualized there's no reason for it to exist and it sticks out like a sore thumb. It would only matter if our interactions with the Scavengers were such that the existence of a recent pardon had a reason to come up. I'll allow the above to stand in for the other examples. </p><p></p><p>As for value? None in particular. None of that info is useful or important unless it bears directly on our chosen task and evolving plan. In those cases the info would emerge as part of information gathering, or as a discovered fact framed in the course of play, or even as part of a consequence flowing from decisions made in play. None of those require it to be determined before hand, and doing so has no impact on play aside from perhaps shoving you in the direction of that stuff (as it's already prepped) during play, appropriate or not. Once you have those ideas in your pocket the natural tendency is to want to use them. Moreover, as the score progresses, some of those ideas suffer a lot. </p><p></p><p>Let's say near the end of the score we're making a quick get away and Krocket looses the hounds, at which point you say <em>A-hah, the dogs are well fed and lazy from feasting during the quelling of the riot, take +1d</em>. To which I reply <em>Wait, what riot? We've been though Iron Heights just now and there was no evidence of a riot, where'd that come from? </em>The issue at this point is sequence and context. That same bit of info about Krocket and his dogs might have been a tasty tidbit to learn before we got stuck in, or even as something we quickly discover as we deal with the riot fallout while we're on our score, but the further into the scene we get, the less sense it makes. This kind of game state evolution is very context dependent. Sometimes pre-prepped stuff might fit like a glove, but often it won't, and if you're going to work it on the fly, why do it in advance in the first place?</p></blockquote><p></p>
[QUOTE="Fenris-77, post: 8241474, member: 6993955"] I'm going to start at the bottom and work my way back up. Would I know the difference? Well, yes and no. If I'm familiar with the Blades setting material I know none of those specifics are included, so yes. That said, could I tell the difference between them being evolved before hand or as a direct result of consequences in play? Perhaps, and mostly in a negative way for the evolved-first material. Let's take the pardon as the specific example. If that came up in play, but for no particular reason, i.e. not linked to any of character decisions or the subsequent consequences in the course of play, or the context in which we encountered the Scavengers, then yes, I could tell. If that change isn't contextualized there's no reason for it to exist and it sticks out like a sore thumb. It would only matter if our interactions with the Scavengers were such that the existence of a recent pardon had a reason to come up. I'll allow the above to stand in for the other examples. As for value? None in particular. None of that info is useful or important unless it bears directly on our chosen task and evolving plan. In those cases the info would emerge as part of information gathering, or as a discovered fact framed in the course of play, or even as part of a consequence flowing from decisions made in play. None of those require it to be determined before hand, and doing so has no impact on play aside from perhaps shoving you in the direction of that stuff (as it's already prepped) during play, appropriate or not. Once you have those ideas in your pocket the natural tendency is to want to use them. Moreover, as the score progresses, some of those ideas suffer a lot. Let's say near the end of the score we're making a quick get away and Krocket looses the hounds, at which point you say [I]A-hah, the dogs are well fed and lazy from feasting during the quelling of the riot, take +1d[/I]. To which I reply [I]Wait, what riot? We've been though Iron Heights just now and there was no evidence of a riot, where'd that come from? [/I]The issue at this point is sequence and context. That same bit of info about Krocket and his dogs might have been a tasty tidbit to learn before we got stuck in, or even as something we quickly discover as we deal with the riot fallout while we're on our score, but the further into the scene we get, the less sense it makes. This kind of game state evolution is very context dependent. Sometimes pre-prepped stuff might fit like a glove, but often it won't, and if you're going to work it on the fly, why do it in advance in the first place? [/QUOTE]
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