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What is the point of GM's notes?
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<blockquote data-quote="uzirath" data-source="post: 8244987" data-attributes="member: 8495"><p>Last night I ran a GURPS game and had a situation where my notes ended up being less useful than I had hoped. The group had just begun exploring the ancient vaults of a long-dead dragon. It's a relatively traditional dungeon crawl. I focused my "notes" on preparation for a few combat encounters and a trap. I underestimated the amount of time I needed to spend getting the maps set up for the VTT. The one thing I had left on my prep list was thinking through two role-playing encounters with undead spirits. But, time was up so we played the game. </p><p></p><p>The combat prep material was very helpful. A big battle early on was fast-paced and rewarding, partly because I had reviewed the relevant rules in advance and anticipated some likely questions. When the first role-playing encounter came along, I found myself stumbling a bit. I felt like it would have gone better if I had curtailed the VTT prep and spent a bit more time considering who this person was and what she wanted. As it was, it was acceptable but clunky. </p><p></p><p>In the terms of this discussion, which I have been attempting to loosely follow in my spare time, I think it is clear that the function of my notes is to contain material that the players will discover through play. Though I initially found the phrase "playing to find out what's in the GM's notes" a bit reductive, I've mostly come to terms with it. I also think of the game world as a "living world" in the sense that I try to portray a sense that the world is larger than the bits that the PCs are engaged with and that PC action (or inaction) will cause ripples that have consequences.</p><p></p><p>I don't believe, however, that anything is "real" until it actually enters the played fiction. In other words, nothing in my notes is "fixed" until the players have experienced it. If I change it up during play (or, as sometimes happens, forget what was in my notes), I go with the logic of how things played out. The players add elements to the fiction that I hadn't anticipated. Also, they sometimes come up with connections and ideas that were better (more dramatic, more fun, more connected to the characters...) than what I had in my notes. In which case, I always toss my notes.</p></blockquote><p></p>
[QUOTE="uzirath, post: 8244987, member: 8495"] Last night I ran a GURPS game and had a situation where my notes ended up being less useful than I had hoped. The group had just begun exploring the ancient vaults of a long-dead dragon. It's a relatively traditional dungeon crawl. I focused my "notes" on preparation for a few combat encounters and a trap. I underestimated the amount of time I needed to spend getting the maps set up for the VTT. The one thing I had left on my prep list was thinking through two role-playing encounters with undead spirits. But, time was up so we played the game. The combat prep material was very helpful. A big battle early on was fast-paced and rewarding, partly because I had reviewed the relevant rules in advance and anticipated some likely questions. When the first role-playing encounter came along, I found myself stumbling a bit. I felt like it would have gone better if I had curtailed the VTT prep and spent a bit more time considering who this person was and what she wanted. As it was, it was acceptable but clunky. In the terms of this discussion, which I have been attempting to loosely follow in my spare time, I think it is clear that the function of my notes is to contain material that the players will discover through play. Though I initially found the phrase "playing to find out what's in the GM's notes" a bit reductive, I've mostly come to terms with it. I also think of the game world as a "living world" in the sense that I try to portray a sense that the world is larger than the bits that the PCs are engaged with and that PC action (or inaction) will cause ripples that have consequences. I don't believe, however, that anything is "real" until it actually enters the played fiction. In other words, nothing in my notes is "fixed" until the players have experienced it. If I change it up during play (or, as sometimes happens, forget what was in my notes), I go with the logic of how things played out. The players add elements to the fiction that I hadn't anticipated. Also, they sometimes come up with connections and ideas that were better (more dramatic, more fun, more connected to the characters...) than what I had in my notes. In which case, I always toss my notes. [/QUOTE]
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What is the point of GM's notes?
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