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What is the point of GM's notes?
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<blockquote data-quote="prabe" data-source="post: 8241641" data-attributes="member: 7016699"><p>Inside my head, it doesn't <em>feel</em> like what y'all seem to be calling "Setting Solitaire." I have written up the setting (or at least parts of it) but I haven't bothered to write out timelines or anything--most of what I have written is ... generic enough that it's likely to fit whenever a party arrives.</p><p></p><p>What I'm trying to describe is that--aside from mechanical aspects, which I'll change if they need changing--if I have a place prepped, and the PCs either 1) go somewhere else or 2) go there twice with some in-world time between, I'll change my prep: This could be purely mechanical--like your example in the Feywild--or it could be purely narrative--there is a different situation here than I originally prepped, and maybe different opposition--or it could be a combination.</p><p></p><p>Examples from games I'm running (I don't really expect anyone to know or recognize any names, but I'll use them anyway because it's easier):</p><p></p><p><strong>Example One</strong></p><p>The PCs finished up what they were doing in Embernook. I looked at the likely threads they could decide to follow and wrote them up. One of those threads involved going to Auriqua to sort out why a (possibly former) servant of the Tundra Queen had killed Taman's family, so I worked out what Auriqua was like and what was going on there and who the various personages were. That wasn't where the party went, then, and when they did eventually go to Auriqua I essentially re-prepped the place (partly because other stuff had emerged in play, partly because the party was a much higher level).</p><p></p><p><strong>Example Two</strong></p><p>The PCs killed the Masked Ones they came across in Pelsoreen, then spent some time tracking down their headquarters, then spent some time doing other things (including tracking down Ildna, the broken servant of the Tundra Queen who'd killed Taman's family), then for good reasons decided to go back to Pelsoreen. Some months had passed in-world, so it didn't feel right to have the city be exactly the same as when they'd left, so I thought about what could have changed. Pelsoreen, until the second time the party went there, had some nasty debt-slavery in place; when the party was there the first time, some pranksters turned loose a contagion that ... messed with the signifier of that debt-slavery, with some pretty funny effects. I decided that had resulted in some changes in the government of the city that ended up vastly reducing the will to continue that debt-slavery, and wrote that up. That policy change was one of the things the party interacted with pretty directly on their second visit to Pelsoreen.</p><p></p><p>After writing those up, I think those are both more in your category b) above--though I'm not sure about my Example Two.</p></blockquote><p></p>
[QUOTE="prabe, post: 8241641, member: 7016699"] Inside my head, it doesn't [I]feel[/I] like what y'all seem to be calling "Setting Solitaire." I have written up the setting (or at least parts of it) but I haven't bothered to write out timelines or anything--most of what I have written is ... generic enough that it's likely to fit whenever a party arrives. What I'm trying to describe is that--aside from mechanical aspects, which I'll change if they need changing--if I have a place prepped, and the PCs either 1) go somewhere else or 2) go there twice with some in-world time between, I'll change my prep: This could be purely mechanical--like your example in the Feywild--or it could be purely narrative--there is a different situation here than I originally prepped, and maybe different opposition--or it could be a combination. Examples from games I'm running (I don't really expect anyone to know or recognize any names, but I'll use them anyway because it's easier): [B]Example One[/B] The PCs finished up what they were doing in Embernook. I looked at the likely threads they could decide to follow and wrote them up. One of those threads involved going to Auriqua to sort out why a (possibly former) servant of the Tundra Queen had killed Taman's family, so I worked out what Auriqua was like and what was going on there and who the various personages were. That wasn't where the party went, then, and when they did eventually go to Auriqua I essentially re-prepped the place (partly because other stuff had emerged in play, partly because the party was a much higher level). [B]Example Two[/B] The PCs killed the Masked Ones they came across in Pelsoreen, then spent some time tracking down their headquarters, then spent some time doing other things (including tracking down Ildna, the broken servant of the Tundra Queen who'd killed Taman's family), then for good reasons decided to go back to Pelsoreen. Some months had passed in-world, so it didn't feel right to have the city be exactly the same as when they'd left, so I thought about what could have changed. Pelsoreen, until the second time the party went there, had some nasty debt-slavery in place; when the party was there the first time, some pranksters turned loose a contagion that ... messed with the signifier of that debt-slavery, with some pretty funny effects. I decided that had resulted in some changes in the government of the city that ended up vastly reducing the will to continue that debt-slavery, and wrote that up. That policy change was one of the things the party interacted with pretty directly on their second visit to Pelsoreen. After writing those up, I think those are both more in your category b) above--though I'm not sure about my Example Two. [/QUOTE]
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