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What is the point of GM's notes?
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<blockquote data-quote="Bedrockgames" data-source="post: 8245465" data-attributes="member: 85555"><p>It might be, I don't know (not sure what you mean by impersonal here, so I can't really say). Like I said, Godbound and Stars without Number, those are living world sandboxes. My point about living world is you need both the macro level (which is what I was just describing) and the micro level (the NPCs and factions the players are immediately dealing with). It isn't some high concept, elusive thing. And it isn't something that everyone is going to like (it does involve a lot of prep, because sandboxes by their nature require that, and it involves a lot of thinking on your toes and putting elements together rapidly: some GMs seem to have no problem with this, some have great difficulty---like with any style of play). For me, the core concept that makes this click is the idea that things in the setting have volition, treating them like live players in the game.</p></blockquote><p></p>
[QUOTE="Bedrockgames, post: 8245465, member: 85555"] It might be, I don't know (not sure what you mean by impersonal here, so I can't really say). Like I said, Godbound and Stars without Number, those are living world sandboxes. My point about living world is you need both the macro level (which is what I was just describing) and the micro level (the NPCs and factions the players are immediately dealing with). It isn't some high concept, elusive thing. And it isn't something that everyone is going to like (it does involve a lot of prep, because sandboxes by their nature require that, and it involves a lot of thinking on your toes and putting elements together rapidly: some GMs seem to have no problem with this, some have great difficulty---like with any style of play). For me, the core concept that makes this click is the idea that things in the setting have volition, treating them like live players in the game. [/QUOTE]
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What is the point of GM's notes?
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