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What is the point of GM's notes?
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<blockquote data-quote="pemerton" data-source="post: 8244588" data-attributes="member: 42582"><p>I was there. I can tell you how the players learned about the shaft: I told them! And I can tell you how I learned about it: I read the module. (Double Adventure 1, Shadows)</p><p></p><p>The fact that the players decided to have their PCs enter the complex doesn't change anything about the truth of the above paragraph. The fact that they declared actions for their PCs that obliged me to tell them about the pendulum in the deep shaft doesn't change anything about the above paragraph, other than to explain <em>why I told them</em>.</p><p></p><p>There is no "model in my mind of a space": There's a map and some words. What do the shadows look like in the shaft? I have no idea, because the words don't tell me and I don't know how to work that out even if enough detail were provided to do so, which I don't think it is. And if that detail were provided, that's just more authorship.</p><p></p><p>The players are not genuinely exploring a place. They were sitting in a living room. They are genuinely learning what it is that Marc Miller made up 40 or so years ago.</p><p></p><p>The difference between me having a map and module text that describes the shaft, compared to just making it up on the spot, is part of the whole point of this thread ie <em>what is the point of the GM's notes?</em> So I don't know why you think I'm not aware it makes a difference to play. But an obvious part of the difference is that I tell the players stuff that's in the notes. In this particular context, that's what they're for.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8244588, member: 42582"] I was there. I can tell you how the players learned about the shaft: I told them! And I can tell you how I learned about it: I read the module. (Double Adventure 1, Shadows) The fact that the players decided to have their PCs enter the complex doesn't change anything about the truth of the above paragraph. The fact that they declared actions for their PCs that obliged me to tell them about the pendulum in the deep shaft doesn't change anything about the above paragraph, other than to explain [I]why I told them[/I]. There is no "model in my mind of a space": There's a map and some words. What do the shadows look like in the shaft? I have no idea, because the words don't tell me and I don't know how to work that out even if enough detail were provided to do so, which I don't think it is. And if that detail were provided, that's just more authorship. The players are not genuinely exploring a place. They were sitting in a living room. They are genuinely learning what it is that Marc Miller made up 40 or so years ago. The difference between me having a map and module text that describes the shaft, compared to just making it up on the spot, is part of the whole point of this thread ie [I]what is the point of the GM's notes?[/I] So I don't know why you think I'm not aware it makes a difference to play. But an obvious part of the difference is that I tell the players stuff that's in the notes. In this particular context, that's what they're for. [/QUOTE]
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What is the point of GM's notes?
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