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What is the point of GM's notes?
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<blockquote data-quote="Bedrockgames" data-source="post: 8245167" data-attributes="member: 85555"><p>Sure, I am not saying there is just one logical outcome. But the assertion is there are logical courses of action you can identify. And as in the WWI example, sometimes you need to mix things up with a die roll to make sure it isn't too orderly and predictable. </p><p></p><p>In the case of the lost kitten, I think it isn't so important that you arrive at the one correct solution (there isn't a one correct solution). It is more a "based on what I know about this character, about this faction and even about the religion this leader belongs to, I think this would be his reaction to the kitten being lost. A specific detail about the leader's childhood is something I think, just out of fairness of play, the GM should either establish before the campaign starts and stick with it, or leave to a random roll if he doesn't have sufficient character history. But soft spots and sympathies are things I try to establish with my NPCs (and if they aren't there I may try to extrapolate them like I said before from other background details).</p><p></p><p>No one is denying the GM though of the fact about the leader. Obviously that fact was created by the GM or by one of his procedures. But the point is, if he has in fact put in place a soft spot for kittens with the character (or has put in place a surprising cruelty towards them), then that is something that now exists in the living world and will help drive interactions between the PCs and that NPC. And the players may never know that fact. They may simply encounter it by way of the leader refusing to help them find a lost kitten (or if he is sympathetic to the cause, by giving them enormous resources to find the lost kitten). That detail is part of the model</p></blockquote><p></p>
[QUOTE="Bedrockgames, post: 8245167, member: 85555"] Sure, I am not saying there is just one logical outcome. But the assertion is there are logical courses of action you can identify. And as in the WWI example, sometimes you need to mix things up with a die roll to make sure it isn't too orderly and predictable. In the case of the lost kitten, I think it isn't so important that you arrive at the one correct solution (there isn't a one correct solution). It is more a "based on what I know about this character, about this faction and even about the religion this leader belongs to, I think this would be his reaction to the kitten being lost. A specific detail about the leader's childhood is something I think, just out of fairness of play, the GM should either establish before the campaign starts and stick with it, or leave to a random roll if he doesn't have sufficient character history. But soft spots and sympathies are things I try to establish with my NPCs (and if they aren't there I may try to extrapolate them like I said before from other background details). No one is denying the GM though of the fact about the leader. Obviously that fact was created by the GM or by one of his procedures. But the point is, if he has in fact put in place a soft spot for kittens with the character (or has put in place a surprising cruelty towards them), then that is something that now exists in the living world and will help drive interactions between the PCs and that NPC. And the players may never know that fact. They may simply encounter it by way of the leader refusing to help them find a lost kitten (or if he is sympathetic to the cause, by giving them enormous resources to find the lost kitten). That detail is part of the model [/QUOTE]
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What is the point of GM's notes?
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