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What is the point of GM's notes?
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<blockquote data-quote="prabe" data-source="post: 8245572" data-attributes="member: 7016699"><p>Oh, I agree that there's asymmetry between the GM and the players, and what they're experiencing. I think I'm getting at the idea that the GM has goals, intentions, and priorities, and their experience of play of this sort doesn't have to be limited to "play to discover the notes." (Aside: I cannot imagine running a published adventure without having read it first--I find them difficult enough to run, with prep.) So, if the players are playing to discern my conception of the world--which I think covers both "see what's in my notes" and "get me to make something up"--then maybe it can be said that I'm playing to discern the players' conceptions of their characters; I'm playing to find out what the PCs do. If I just wanted to world-build (or otherwise conceptualize settings) I wouldn't have to run a TRPG to do that.</p><p></p><p>Maybe another part of the fun for the GM--other than seeing what the PCs do--is the rush of spontaneous creativity (which is different from the rush of structured creativity, IME). I don't doubt that you find it fun to be put on the spot to make up setting details, like connecting the dots of the generated results for that world; I absolutely enjoy improvising details in-the-moment (like the results of a <em>legend lore</em> I didn't foresee, or figuring out what this thing I noted exists actually <em>is</em>) at least as much as sitting alone and working out the political structure/s in a city.</p></blockquote><p></p>
[QUOTE="prabe, post: 8245572, member: 7016699"] Oh, I agree that there's asymmetry between the GM and the players, and what they're experiencing. I think I'm getting at the idea that the GM has goals, intentions, and priorities, and their experience of play of this sort doesn't have to be limited to "play to discover the notes." (Aside: I cannot imagine running a published adventure without having read it first--I find them difficult enough to run, with prep.) So, if the players are playing to discern my conception of the world--which I think covers both "see what's in my notes" and "get me to make something up"--then maybe it can be said that I'm playing to discern the players' conceptions of their characters; I'm playing to find out what the PCs do. If I just wanted to world-build (or otherwise conceptualize settings) I wouldn't have to run a TRPG to do that. Maybe another part of the fun for the GM--other than seeing what the PCs do--is the rush of spontaneous creativity (which is different from the rush of structured creativity, IME). I don't doubt that you find it fun to be put on the spot to make up setting details, like connecting the dots of the generated results for that world; I absolutely enjoy improvising details in-the-moment (like the results of a [I]legend lore[/I] I didn't foresee, or figuring out what this thing I noted exists actually [I]is[/I]) at least as much as sitting alone and working out the political structure/s in a city. [/QUOTE]
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What is the point of GM's notes?
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