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What is the point of GM's notes?
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<blockquote data-quote="EzekielRaiden" data-source="post: 8242001" data-attributes="member: 6790260"><p>Yeah, there's definitely an element of this. You also see the flipside, though, with people leaning so heavily into their stuff that it borders on "you have to be bad at things in order to roleplay!" territory. I have seen plenty of "but that's my character's alignment/flaw/whatever!" excuses in the past, in various games I've played.</p><p></p><p>I, personally, prefer to go for flaws that are relatable but not debilitating: often pride, wrath, or indecision. The latter is especially valuable because it allows even "you did the right thing" to <em>still</em> logically and appropriately express the flaw, because doing the right thing <em>late</em> can sometimes be just as bad as doing the wrong thing. Agonizing over what choice to make is also very, <em>very</em> relatable for a lot of people.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 8242001, member: 6790260"] Yeah, there's definitely an element of this. You also see the flipside, though, with people leaning so heavily into their stuff that it borders on "you have to be bad at things in order to roleplay!" territory. I have seen plenty of "but that's my character's alignment/flaw/whatever!" excuses in the past, in various games I've played. I, personally, prefer to go for flaws that are relatable but not debilitating: often pride, wrath, or indecision. The latter is especially valuable because it allows even "you did the right thing" to [I]still[/I] logically and appropriately express the flaw, because doing the right thing [I]late[/I] can sometimes be just as bad as doing the wrong thing. Agonizing over what choice to make is also very, [I]very[/I] relatable for a lot of people. [/QUOTE]
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What is the point of GM's notes?
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