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What is the point of GM's notes?
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<blockquote data-quote="pemerton" data-source="post: 8246453" data-attributes="member: 42582"><p>The layout of a starport has never come up for me and my group in twenty sessions of Classic Traveller play. On a few occasions its been necessary to tell the players, whose PCs are in one part of the starport, that they can see something else happening there (eg a vessel landing or taking off). I've always just narrated that, using contemporary airports as my reference point.</p><p></p><p>My own view is that one legacy of D&D and its wargame-style dungeon-crawling is an overemphasis, in RPGing, on the details of maps and architecture. It's one thing I've found refreshing GMing Prince Valiant that we can almost always avoid them - we used a sketch map once to plot out the PCs three-pronged warband attack on some sleeping Huns. And Cortex+ Heroic/MHRP's use of Scene Distinctions instead is in my view a real strength of that system.</p><p></p><p>For me, in Traveller play the interests and inclinations of NPCs (whether individuals, or organisations) is generally the main thing of interest. As I posted upthread we do use a starmap, because that is necessary to frame and resolve starship travel given the system's rules. But we've never needed to consider a world map: we've never used map-and-key style resolution to work out whether the PCs can get from A to B or whether they can find what they're looking for.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8246453, member: 42582"] The layout of a starport has never come up for me and my group in twenty sessions of Classic Traveller play. On a few occasions its been necessary to tell the players, whose PCs are in one part of the starport, that they can see something else happening there (eg a vessel landing or taking off). I've always just narrated that, using contemporary airports as my reference point. My own view is that one legacy of D&D and its wargame-style dungeon-crawling is an overemphasis, in RPGing, on the details of maps and architecture. It's one thing I've found refreshing GMing Prince Valiant that we can almost always avoid them - we used a sketch map once to plot out the PCs three-pronged warband attack on some sleeping Huns. And Cortex+ Heroic/MHRP's use of Scene Distinctions instead is in my view a real strength of that system. For me, in Traveller play the interests and inclinations of NPCs (whether individuals, or organisations) is generally the main thing of interest. As I posted upthread we do use a starmap, because that is necessary to frame and resolve starship travel given the system's rules. But we've never needed to consider a world map: we've never used map-and-key style resolution to work out whether the PCs can get from A to B or whether they can find what they're looking for. [/QUOTE]
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