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What is the point of GM's notes?
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<blockquote data-quote="prabe" data-source="post: 8244126" data-attributes="member: 7016699"><p>Yes, very much this.</p><p></p><p>I'm pretty sure the fact that I run games very much with a GM-authored setting, but still consider the players as co-creators (or co-authors) of the story that emerges in-game, and consider that story very much to be about the PCs, and to be very much about the PCs' goals and needs, is why I have in the past gotten very bristly when other posters have seemed to me to imply that the play in the games I run boiled down to the players finding out what I already knew. It seems reasonable that some posters who seem to run similarly to me might be feeling similarly provoked by similar language, here.</p><p></p><p>That's a fair desire, and I suspect it's one that isn't met much in these threads.</p><p></p><p>At the tables I DM, I construct the setting, because I find it easier for me to sustain the illusion in play that way. The players (best I can tell) engage: They ask questions, some of which I haven't previously considered, and I answer them. Their characters do stuff like cast <em>legend lore</em> on a thing that directly connects to a Great Old One, and I take a few minutes to write this:</p><p></p><p>[SPOILER]</p><p>gabbagabbahey</p><p>gabbagabbahey</p><p>gabbagabba we accept you one of us</p><p>gabbagabba you accept us into yourself</p><p>gabbagabbahey</p><p>gabbagabbahey</p><p></p><p>gabbagabbahey</p><p>gabbagabbahey</p><p>gabbagabba coming soon to a world near you</p><p>gabbagabba ending soon on a world with you</p><p>gabbagabbahey</p><p>gabbagabbahey</p><p></p><p>gabbagabbahey</p><p>gabbagabbahey</p><p>gabbagabba mountains won't stay green for long</p><p>gabbagabba talking all of your words at the same time</p><p>gabbagabbahey</p><p>gabbagabbahey</p><p>[/SPOILER]</p><p></p><p>And the players decide what their characters do with that information.</p></blockquote><p></p>
[QUOTE="prabe, post: 8244126, member: 7016699"] Yes, very much this. I'm pretty sure the fact that I run games very much with a GM-authored setting, but still consider the players as co-creators (or co-authors) of the story that emerges in-game, and consider that story very much to be about the PCs, and to be very much about the PCs' goals and needs, is why I have in the past gotten very bristly when other posters have seemed to me to imply that the play in the games I run boiled down to the players finding out what I already knew. It seems reasonable that some posters who seem to run similarly to me might be feeling similarly provoked by similar language, here. That's a fair desire, and I suspect it's one that isn't met much in these threads. At the tables I DM, I construct the setting, because I find it easier for me to sustain the illusion in play that way. The players (best I can tell) engage: They ask questions, some of which I haven't previously considered, and I answer them. Their characters do stuff like cast [I]legend lore[/I] on a thing that directly connects to a Great Old One, and I take a few minutes to write this: [SPOILER] gabbagabbahey gabbagabbahey gabbagabba we accept you one of us gabbagabba you accept us into yourself gabbagabbahey gabbagabbahey gabbagabbahey gabbagabbahey gabbagabba coming soon to a world near you gabbagabba ending soon on a world with you gabbagabbahey gabbagabbahey gabbagabbahey gabbagabbahey gabbagabba mountains won't stay green for long gabbagabba talking all of your words at the same time gabbagabbahey gabbagabbahey [/SPOILER] And the players decide what their characters do with that information. [/QUOTE]
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