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What is the point of GM's notes?
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<blockquote data-quote="hawkeyefan" data-source="post: 8247680" data-attributes="member: 6785785"><p>Am I mixing them, or are they just different words for the same thing? </p><p></p><p>You've provided a distinction between the two that I don't really think is all that significant. </p><p></p><p>And games can fall apart for any number of reasons. What matters is that whatever method you're using makes sense for the game you're playing. So if I'm going to play some Moldvay D&D, then having a stocked dungeon makes sense. In this case, winging it is likely not the preferred method because the goal of play is not roleplaying characters so much as skillfully navigating your characters through a dungeon of obstacles. </p><p></p><p>The rules of that game are designed to deliver that experience. </p><p></p><p>But if instead we're talking about portraying characters and having the kind of protagonist play that has come up in this discussion....where the game revolves around THESE characters specifically, and they can't just be swapped out for others and have the game remain the same......then I would think having rules designed to deliver that experience are what's important. </p><p></p><p>So for that kind of game, like Blades in the Dark, having rules that will generate new situations in play, which will prompt the players and GM to build on what's happened, combined with rules that will connect PC-centered ideas and goals to the game in a tangible way......it's simply more suited to that kind of play. Committing too strongly beforehand to any ideas will likely see that game fall apart.</p><p></p><p>The rules of that game are designed to deliver that experience.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 8247680, member: 6785785"] Am I mixing them, or are they just different words for the same thing? You've provided a distinction between the two that I don't really think is all that significant. And games can fall apart for any number of reasons. What matters is that whatever method you're using makes sense for the game you're playing. So if I'm going to play some Moldvay D&D, then having a stocked dungeon makes sense. In this case, winging it is likely not the preferred method because the goal of play is not roleplaying characters so much as skillfully navigating your characters through a dungeon of obstacles. The rules of that game are designed to deliver that experience. But if instead we're talking about portraying characters and having the kind of protagonist play that has come up in this discussion....where the game revolves around THESE characters specifically, and they can't just be swapped out for others and have the game remain the same......then I would think having rules designed to deliver that experience are what's important. So for that kind of game, like Blades in the Dark, having rules that will generate new situations in play, which will prompt the players and GM to build on what's happened, combined with rules that will connect PC-centered ideas and goals to the game in a tangible way......it's simply more suited to that kind of play. Committing too strongly beforehand to any ideas will likely see that game fall apart. The rules of that game are designed to deliver that experience. [/QUOTE]
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What is the point of GM's notes?
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