Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
What is the point of GM's notes?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Campbell" data-source="post: 8242868" data-attributes="member: 16586"><p>Back to the main topic. </p><p></p><p>One of the issues I have personally experienced with traditional sandbox techniques (particularly OSR style sandbox techniques) where a GM will spend months designing a setting with the expectation that players will want to actively explore it is that on both sides of the screen it often feels like space aliens coming to a new planet. Characters seldom feel like integrated parts of the setting, often because there is very little effort in actually building out a real life for them. Games like RuneQuest, Classic Traveller, and their modern cousins like Conan 2d20 feel slightly better here, but often the setting is constructed too high a level for my tastes. </p><p></p><p>I find a lot of sandbox design tends to over focus on social groupings and not enough on characters as people with real relationships and connections to the outside world. In gaming I think there is often an over intellectualization of setting material where GMs often fall into the economist's trap of treating everyone like rational actors. In my personal experience most people (myself included) are phenomenal at posthoc rationalization, but not often guided by their rational minds when making decisions. This might be actor's bias creeping through though.</p><p></p><p>To a certain extent I think sometimes making exploration a central goal of play can harm the sense of being there in the moment. Mostly because I want my characters to feel like they live in the world rather than like they are exploring it. Things that are part of their everyday lives should not feel new to their player.</p><p></p><p>Generally when I'm playing a character focused game I do not want to have a detached view of the fiction. Within reason I want sense of my character's perspective of the world. That includes intuition, what they know, what they have experienced, who they care about, and their emotional responses to the events unfolding before them. I want things to feel like personal and not in a performative way. </p><p></p><p>Not saying people using more traditional sandbox techniques do not want that, but in my experience that sense of integration can often be lacking. That's why to a certain extent I tend to be a strong believer in a more integrated and ongoing approach to setting design for more character focused play. I tend to prefer that authority over framing and backstory still remains firmly in the GM's hands, but think a focus on the more immediate situation and the character's daily life is beneficial.</p><p></p><p>This all does assume that you are not really playing an adventuring game. My character focused games tend to focus on characters whose normal existence pretty much is an adventure.</p></blockquote><p></p>
[QUOTE="Campbell, post: 8242868, member: 16586"] Back to the main topic. One of the issues I have personally experienced with traditional sandbox techniques (particularly OSR style sandbox techniques) where a GM will spend months designing a setting with the expectation that players will want to actively explore it is that on both sides of the screen it often feels like space aliens coming to a new planet. Characters seldom feel like integrated parts of the setting, often because there is very little effort in actually building out a real life for them. Games like RuneQuest, Classic Traveller, and their modern cousins like Conan 2d20 feel slightly better here, but often the setting is constructed too high a level for my tastes. I find a lot of sandbox design tends to over focus on social groupings and not enough on characters as people with real relationships and connections to the outside world. In gaming I think there is often an over intellectualization of setting material where GMs often fall into the economist's trap of treating everyone like rational actors. In my personal experience most people (myself included) are phenomenal at posthoc rationalization, but not often guided by their rational minds when making decisions. This might be actor's bias creeping through though. To a certain extent I think sometimes making exploration a central goal of play can harm the sense of being there in the moment. Mostly because I want my characters to feel like they live in the world rather than like they are exploring it. Things that are part of their everyday lives should not feel new to their player. Generally when I'm playing a character focused game I do not want to have a detached view of the fiction. Within reason I want sense of my character's perspective of the world. That includes intuition, what they know, what they have experienced, who they care about, and their emotional responses to the events unfolding before them. I want things to feel like personal and not in a performative way. Not saying people using more traditional sandbox techniques do not want that, but in my experience that sense of integration can often be lacking. That's why to a certain extent I tend to be a strong believer in a more integrated and ongoing approach to setting design for more character focused play. I tend to prefer that authority over framing and backstory still remains firmly in the GM's hands, but think a focus on the more immediate situation and the character's daily life is beneficial. This all does assume that you are not really playing an adventuring game. My character focused games tend to focus on characters whose normal existence pretty much is an adventure. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
What is the point of GM's notes?
Top