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What is the point of GM's notes?
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<blockquote data-quote="robconley" data-source="post: 8245926" data-attributes="member: 5636"><p>Sure and I understand where you coming from.</p><p></p><p>Circa 1990 I would agree. Then I played a LARP for a decade and observed what people did when confronted with similar situation. Granted LARPS are no simulation of how it would play out in D&D. It impact was that it opened my eyes to the possibilities. That what I thought was obvious in 1990 it not that obvious especially witnessing so many making choices that were not the obvious ones on I thought would occur.</p><p></p><p>As a result I altered my process to consider what was plausible, if there was an option or options that were highly probable, like a apprentice taking revenge against a PC having killed their master, then I would dice to see if that would occur. If that didn't happen then I would choose some of the plausible but less likely outcomes. And I began dicing more to reduce my bias over what obvious. The result of doing so was good. Made for better verisimilitude as what happen as the campaign unfold didn't always feel what Rob Conley would have chosen. Now there were still were time when there was only one choice. But for something like the apprentice seeking revenge. Revenge i.e. killing the guy who kill his master is a pretty big step. And risky. Even for the low stakes of NERO LARP I seen people balk at revenge for many different reason when PvP combat occurred.</p><p></p><p>Food for thought.</p></blockquote><p></p>
[QUOTE="robconley, post: 8245926, member: 5636"] Sure and I understand where you coming from. Circa 1990 I would agree. Then I played a LARP for a decade and observed what people did when confronted with similar situation. Granted LARPS are no simulation of how it would play out in D&D. It impact was that it opened my eyes to the possibilities. That what I thought was obvious in 1990 it not that obvious especially witnessing so many making choices that were not the obvious ones on I thought would occur. As a result I altered my process to consider what was plausible, if there was an option or options that were highly probable, like a apprentice taking revenge against a PC having killed their master, then I would dice to see if that would occur. If that didn't happen then I would choose some of the plausible but less likely outcomes. And I began dicing more to reduce my bias over what obvious. The result of doing so was good. Made for better verisimilitude as what happen as the campaign unfold didn't always feel what Rob Conley would have chosen. Now there were still were time when there was only one choice. But for something like the apprentice seeking revenge. Revenge i.e. killing the guy who kill his master is a pretty big step. And risky. Even for the low stakes of NERO LARP I seen people balk at revenge for many different reason when PvP combat occurred. Food for thought. [/QUOTE]
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What is the point of GM's notes?
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