Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
What is the point of GM's notes?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Bedrockgames" data-source="post: 8245134" data-attributes="member: 85555"><p>This is well outside my area of interest (I've read a few books on WWI, and taken a survey course, but this isn't something I've developed a lot of deep knowledge of). But that said, I think in cases like this, it is really hard to say because our knowledge of how things played out makes it pretty impossible to know how well one would predict perfectly what unfolded. And I can't therefore say what my extrapolation would be. I imagine someone with good knowledge of the various treaties and alliances, and the politics of the time, might be able to determine that this act would result in a more expansive conflict. But some events are obviously unique or firsts of their kind so it is going to be hard. It is like the saying, history doesn't repeat so much as rhyme. But this is the point of counterfactuals. Counterfactual was always looked down upon when I was a student (like biography). But I always enjoyed the thought exercise of counterfactual and the way biography personalizes history. I think with a game world it is more about using those kinds of historical patterns to figure out what you think is the likely course of events. On the macro scale I think this is sufficient. On the micro scale I think things are much easier because you are thinking about things like how NPCs you created would react to something like an assassination. With the macro level 'assassination of the duke', there are going to be a lot of unknowns as well so there is wiggle room for the GM saying okay these factors all point to this happening, but I think this X factor is going to shake things up. That is all fair. No one is saying the GM can't actively create in this process, the GM should be doing that, but if your goal is a living world, you are generally applying your best logic (and really since you are the source of the model, your best logic is all that is needed: the players will come to understand generally the rhythm and pattern of your choices I think---i.e. "in Brendan's world we can expect during farming offseason, especially one with a famine like this, that many of the local farmers will resort to banditry, now may be the ideal time for us to recruit men to build an army and attack the duke's forces". That sort of thinking is based on real world history, but it recurs enough in campaigns that it is a pattern the players can see (and it was a pattern that people living in history discerned in the real world). </p><p></p><p>What you can do in a game setting is use an event like this as a model (I draw on historical analogues all the time when I am trying to reason through how something will pan out: i.e. well when the Romans experienced a devastating plague it eventually led to the decline of the western empire). And if you are dealing with something like a political assassination, you do know things about your setting that will help guide you into dealing with the outcome. For example if you understand the political structure and who has executive control in that region, what law enforcement mechanisms are in place (i.e. is this a matter the sheriff and his constables handle, or is this for the patrolling inspector, or is it for the local general and his army to handle), etc you can determine things fairly logical, perhaps with some rolls to reflect unknowns.</p></blockquote><p></p>
[QUOTE="Bedrockgames, post: 8245134, member: 85555"] This is well outside my area of interest (I've read a few books on WWI, and taken a survey course, but this isn't something I've developed a lot of deep knowledge of). But that said, I think in cases like this, it is really hard to say because our knowledge of how things played out makes it pretty impossible to know how well one would predict perfectly what unfolded. And I can't therefore say what my extrapolation would be. I imagine someone with good knowledge of the various treaties and alliances, and the politics of the time, might be able to determine that this act would result in a more expansive conflict. But some events are obviously unique or firsts of their kind so it is going to be hard. It is like the saying, history doesn't repeat so much as rhyme. But this is the point of counterfactuals. Counterfactual was always looked down upon when I was a student (like biography). But I always enjoyed the thought exercise of counterfactual and the way biography personalizes history. I think with a game world it is more about using those kinds of historical patterns to figure out what you think is the likely course of events. On the macro scale I think this is sufficient. On the micro scale I think things are much easier because you are thinking about things like how NPCs you created would react to something like an assassination. With the macro level 'assassination of the duke', there are going to be a lot of unknowns as well so there is wiggle room for the GM saying okay these factors all point to this happening, but I think this X factor is going to shake things up. That is all fair. No one is saying the GM can't actively create in this process, the GM should be doing that, but if your goal is a living world, you are generally applying your best logic (and really since you are the source of the model, your best logic is all that is needed: the players will come to understand generally the rhythm and pattern of your choices I think---i.e. "in Brendan's world we can expect during farming offseason, especially one with a famine like this, that many of the local farmers will resort to banditry, now may be the ideal time for us to recruit men to build an army and attack the duke's forces". That sort of thinking is based on real world history, but it recurs enough in campaigns that it is a pattern the players can see (and it was a pattern that people living in history discerned in the real world). What you can do in a game setting is use an event like this as a model (I draw on historical analogues all the time when I am trying to reason through how something will pan out: i.e. well when the Romans experienced a devastating plague it eventually led to the decline of the western empire). And if you are dealing with something like a political assassination, you do know things about your setting that will help guide you into dealing with the outcome. For example if you understand the political structure and who has executive control in that region, what law enforcement mechanisms are in place (i.e. is this a matter the sheriff and his constables handle, or is this for the patrolling inspector, or is it for the local general and his army to handle), etc you can determine things fairly logical, perhaps with some rolls to reflect unknowns. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
What is the point of GM's notes?
Top