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What is the point of GM's notes?
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<blockquote data-quote="Bedrockgames" data-source="post: 8244018" data-attributes="member: 85555"><p>The reason I think author is a problem is it puts us in a literary frame of mind, and results in literary analogies. This is why I keep pointing to music as an analogy because when you hop mediums you see the logic doesn't pan out the same. An author of a book is not making the same kinds of choices that a composer is, and a composer is not making the same kinds of choices a musician is improvising, and a painted is making very different choices from both. The constraints, the process, these are all quite different. The RPG medium, even more so. We are not generating fiction. We are experiencing some kind of shared imaginary event, but that is all built on stuff like setting, what leads up to the event, what choices the players make, what choices the NPCs make, etc. The problem I have is by forcing this literary analogy as an explanation (and particularly when that is paired with zooming in on one decision point in play), we are being reductive not just in what is going on, but we are reducing the scope of what RPGs are capable of.</p><p></p><p>The argument all just feels a bit like Zeno's paradox to me</p></blockquote><p></p>
[QUOTE="Bedrockgames, post: 8244018, member: 85555"] The reason I think author is a problem is it puts us in a literary frame of mind, and results in literary analogies. This is why I keep pointing to music as an analogy because when you hop mediums you see the logic doesn't pan out the same. An author of a book is not making the same kinds of choices that a composer is, and a composer is not making the same kinds of choices a musician is improvising, and a painted is making very different choices from both. The constraints, the process, these are all quite different. The RPG medium, even more so. We are not generating fiction. We are experiencing some kind of shared imaginary event, but that is all built on stuff like setting, what leads up to the event, what choices the players make, what choices the NPCs make, etc. The problem I have is by forcing this literary analogy as an explanation (and particularly when that is paired with zooming in on one decision point in play), we are being reductive not just in what is going on, but we are reducing the scope of what RPGs are capable of. The argument all just feels a bit like Zeno's paradox to me [/QUOTE]
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What is the point of GM's notes?
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