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What is the point of GM's notes?
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<blockquote data-quote="pemerton" data-source="post: 8242558" data-attributes="member: 42582"><p>This is interesting.</p><p></p><p>I probably come at this with a different set of ideas. They might lead to the same general conclusion - I'm not sure.</p><p></p><p>When I'm GMing, I want the game to be <em>exciting</em>, <em>engaging </em>and at least a little bit <em>meaningful</em>. And I don't want the excitement to be 'performative', in the sense of gripping narration or suddenly raising my voice - I will do those things from time to time, but they're not what I'm thinking of for excitement. I mean that the fiction itself - as a set of shared ideas, possibilities, characters, situations - is exciting. The engagement and meaningfulness I'm hoping for aren't separate from this - given what players <em>do </em>in a RPG, which is manage their PCs and declare actions for them, I want the fiction itself to really call on them to declare actions, to act on it and through it; and I want the upshot of action resolution to have a bit of depth or weight to it.</p><p></p><p>I think this is something that I can get better at, by learning new techniques, paying attention to what I'm currently doing, thinking about what parts of the systems I'm using will help me push towards these goals and how I can use them more, etc.</p><p></p><p>When I'm playing (which is much less often), I want to live my character in the full sense of that idea - emotions, hopes, 'what will happen next for me?', etc. And I want to bring that out to the other participants. Sometimes this requires taking risks, or making calls, and sucking up setbacks. That's something I can improve at too.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8242558, member: 42582"] This is interesting. I probably come at this with a different set of ideas. They might lead to the same general conclusion - I'm not sure. When I'm GMing, I want the game to be [I]exciting[/I], [I]engaging [/I]and at least a little bit [I]meaningful[/I]. And I don't want the excitement to be 'performative', in the sense of gripping narration or suddenly raising my voice - I will do those things from time to time, but they're not what I'm thinking of for excitement. I mean that the fiction itself - as a set of shared ideas, possibilities, characters, situations - is exciting. The engagement and meaningfulness I'm hoping for aren't separate from this - given what players [I]do [/I]in a RPG, which is manage their PCs and declare actions for them, I want the fiction itself to really call on them to declare actions, to act on it and through it; and I want the upshot of action resolution to have a bit of depth or weight to it. I think this is something that I can get better at, by learning new techniques, paying attention to what I'm currently doing, thinking about what parts of the systems I'm using will help me push towards these goals and how I can use them more, etc. When I'm playing (which is much less often), I want to live my character in the full sense of that idea - emotions, hopes, 'what will happen next for me?', etc. And I want to bring that out to the other participants. Sometimes this requires taking risks, or making calls, and sucking up setbacks. That's something I can improve at too. [/QUOTE]
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What is the point of GM's notes?
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