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What is the point of GM's notes?
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<blockquote data-quote="Fenris-77" data-source="post: 8242884" data-attributes="member: 6993955"><p>[USER=16586]@Campbell[/USER] - What you describe is an interesting dichotomy. There is indeed a particular style of sandbox wherein the players tend to rebel at anything that constrains what they see as their agency. This is usually in service of the common wandering band of adventurers trope, where the PCs have no initial connection to the setting at all. Things like relationships and obligations are very much constraints the way that kind of player sees them. However, I also find that lack of connection a negative in terms of my immersion into a story (I'm stopping short of <em>immersion in character</em> there on purpose). I find that connections to the setting in terms of groups, people, experience, whatever, tend on increase my immersion rather than decrease it.</p></blockquote><p></p>
[QUOTE="Fenris-77, post: 8242884, member: 6993955"] [USER=16586]@Campbell[/USER] - What you describe is an interesting dichotomy. There is indeed a particular style of sandbox wherein the players tend to rebel at anything that constrains what they see as their agency. This is usually in service of the common wandering band of adventurers trope, where the PCs have no initial connection to the setting at all. Things like relationships and obligations are very much constraints the way that kind of player sees them. However, I also find that lack of connection a negative in terms of my immersion into a story (I'm stopping short of [I]immersion in character[/I] there on purpose). I find that connections to the setting in terms of groups, people, experience, whatever, tend on increase my immersion rather than decrease it. [/QUOTE]
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What is the point of GM's notes?
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