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What is the point of GM's notes?
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<blockquote data-quote="Lanefan" data-source="post: 8248421" data-attributes="member: 29398"><p>In a nutshell, it's the stage on which all the action takes place.</p><p></p><p>The setting framework includes its maps (work done: to show how things geographically relate on whatever scale is required at the time), history (work done: to show how things/places/nations within the setting got to be what they are), cultures and species (work done: detailing what exists here, what doesn't, etc.), cosmology and deities/pantheons (work done: giving religious-based characters something to work with, potentially setting up conflicts or wars etc.), nations, kingdoms, and realms (work done: giving names to some places, setting up potential for conflicts or wars etc.), a few key NPCs and their motives/relationships* (work done: making things much easier on myself later if-when the PCs ever interact with one).</p><p></p><p>That's just the high-level overview of the setting. For the intended "core" adventuring area there's a bit more detail on all of this.</p><p></p><p>There's no assumption that the PCs are necessarily going to ever interact with any given element presented; the mere potential for interaction with such, however, makes me want those elements somewhat in place ahead of time so I'm not floundering mid-session or talking myself into a corner via contradictions if the party pulls a sudden left turn on me.</p><p></p><p>Then, if the party in Torcha declares their next action is to travel to Karnos we can all look at the map and gauge roughly how long it'll take, what the general terrain is like, maybe how safe or risky the trip might be, and so forth.</p><p></p><p>* - and maybe stats, for any I ever think the PCs might want to fight one day.</p><p></p><p>Is this what you were after?</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8248421, member: 29398"] In a nutshell, it's the stage on which all the action takes place. The setting framework includes its maps (work done: to show how things geographically relate on whatever scale is required at the time), history (work done: to show how things/places/nations within the setting got to be what they are), cultures and species (work done: detailing what exists here, what doesn't, etc.), cosmology and deities/pantheons (work done: giving religious-based characters something to work with, potentially setting up conflicts or wars etc.), nations, kingdoms, and realms (work done: giving names to some places, setting up potential for conflicts or wars etc.), a few key NPCs and their motives/relationships* (work done: making things much easier on myself later if-when the PCs ever interact with one). That's just the high-level overview of the setting. For the intended "core" adventuring area there's a bit more detail on all of this. There's no assumption that the PCs are necessarily going to ever interact with any given element presented; the mere potential for interaction with such, however, makes me want those elements somewhat in place ahead of time so I'm not floundering mid-session or talking myself into a corner via contradictions if the party pulls a sudden left turn on me. Then, if the party in Torcha declares their next action is to travel to Karnos we can all look at the map and gauge roughly how long it'll take, what the general terrain is like, maybe how safe or risky the trip might be, and so forth. * - and maybe stats, for any I ever think the PCs might want to fight one day. Is this what you were after? [/QUOTE]
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