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What is the point of GM's notes?
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<blockquote data-quote="EzekielRaiden" data-source="post: 8242458" data-attributes="member: 6790260"><p>Doesn't this challenge the very idea of "dissociative mechanics"?</p><p></p><p>You've just presented the argument that dissociation in mechanics is a matter of perspective, not the inherent character. It is no longer accurate to say that every mechanic is inherently associative or dissociative.</p><p></p><p></p><p>And the serious problem lies exactly there: <em>which</em> "information the PCs should reasonably have access to."</p><p></p><p>Well, that and instilling a deep and fundamental paranoia into your players isn't necessarily the healthiest or most enjoyable gaming experience.</p><p></p><p></p><p>Question: If I write poetry for personal enjoyment, is it totally impossible to make sense of the idea that I want to improve my ability to do so? For example, increasing my vocabulary, reading example poems to see what other authors have done, or writing down interesting phrases I hear from others, would all seem examples of ways to improve my writing abilities, even though I do it purely because I enjoy it.</p><p></p><p></p><p>I guess I find that attitude really hard to grasp. Even when I do something because I like it (such as cooking for my family), I want to cook a really enjoyable meal. I ask for feedback and listen, and I experiment with new things (sometimes because I have to, but often because I want to). Sure, I don't want to be giving 110% literally every time, but I'd much rather deliver a meal that the family says, "Wow, that was great!" than one that we never finish off the leftovers because it was merely adequate. Likewise, when I run my game for my friends (the only people I would run a game for), I want it to be more than just an adequate experience. I truly work to make the most enjoyable game possible, and that means trying to do better over time.</p><p></p><p></p><p>There's a difference, IMO, between reading a rulebook and understanding design principles and techniques. The former is restricted to a single system. The latter is a generic skill you can bring to <em>anything</em> you do in gaming, improving the games you provide. And it doesn't need to be incredibly fancy. This is stuff like (for example) learning how much probability affects the outcomes of things, so you can make your own random-gen tables or new moves (or whatever) to suit what you and your group want/need.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 8242458, member: 6790260"] Doesn't this challenge the very idea of "dissociative mechanics"? You've just presented the argument that dissociation in mechanics is a matter of perspective, not the inherent character. It is no longer accurate to say that every mechanic is inherently associative or dissociative. And the serious problem lies exactly there: [I]which[/I] "information the PCs should reasonably have access to." Well, that and instilling a deep and fundamental paranoia into your players isn't necessarily the healthiest or most enjoyable gaming experience. Question: If I write poetry for personal enjoyment, is it totally impossible to make sense of the idea that I want to improve my ability to do so? For example, increasing my vocabulary, reading example poems to see what other authors have done, or writing down interesting phrases I hear from others, would all seem examples of ways to improve my writing abilities, even though I do it purely because I enjoy it. I guess I find that attitude really hard to grasp. Even when I do something because I like it (such as cooking for my family), I want to cook a really enjoyable meal. I ask for feedback and listen, and I experiment with new things (sometimes because I have to, but often because I want to). Sure, I don't want to be giving 110% literally every time, but I'd much rather deliver a meal that the family says, "Wow, that was great!" than one that we never finish off the leftovers because it was merely adequate. Likewise, when I run my game for my friends (the only people I would run a game for), I want it to be more than just an adequate experience. I truly work to make the most enjoyable game possible, and that means trying to do better over time. There's a difference, IMO, between reading a rulebook and understanding design principles and techniques. The former is restricted to a single system. The latter is a generic skill you can bring to [I]anything[/I] you do in gaming, improving the games you provide. And it doesn't need to be incredibly fancy. This is stuff like (for example) learning how much probability affects the outcomes of things, so you can make your own random-gen tables or new moves (or whatever) to suit what you and your group want/need. [/QUOTE]
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What is the point of GM's notes?
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