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What is the point of GM's notes?
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<blockquote data-quote="Ovinomancer" data-source="post: 8253736" data-attributes="member: 16814"><p>This is a good post, and I hope this question is thought provoking, but even when the GM is discovering things, who's doing the deciding if it's part of the shared fiction or not? I think this is the thrust [USER=42582]@pemerton[/USER]'s point is moving towards -- that even if the GM is accepting that they're innovating in play, and even if the GM is listening to the player's inputs, that it's still about what the GM thinks it is. This is different from systems where the GM is constrained and players have the ability to introduce things into the shared fiction without the GM's agreement.</p><p></p><p>I'll agree this is a step past "notes" and more into who has authorities over the fiction. In the style of play partially, but not completely, characterized by [USER=42582]@pemerton[/USER]'s "play to find out what's the GM's conception of the world" this is more easily framed as the GM has agreed sole authority over this. A benevolent GM will, of course, adapt to player inputs, but this doesn't move this locus of authority. I'm absolutely a benevolent dictator when it comes to how I run these games -- I'll take lots of player suggestions and inputs, and adapt things to fit what's going on in a way that encourages player input, but, fundamentally, what happens is because I've adopted it as my conception of the world and if I don't take a player input, that's that.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 8253736, member: 16814"] This is a good post, and I hope this question is thought provoking, but even when the GM is discovering things, who's doing the deciding if it's part of the shared fiction or not? I think this is the thrust [USER=42582]@pemerton[/USER]'s point is moving towards -- that even if the GM is accepting that they're innovating in play, and even if the GM is listening to the player's inputs, that it's still about what the GM thinks it is. This is different from systems where the GM is constrained and players have the ability to introduce things into the shared fiction without the GM's agreement. I'll agree this is a step past "notes" and more into who has authorities over the fiction. In the style of play partially, but not completely, characterized by [USER=42582]@pemerton[/USER]'s "play to find out what's the GM's conception of the world" this is more easily framed as the GM has agreed sole authority over this. A benevolent GM will, of course, adapt to player inputs, but this doesn't move this locus of authority. I'm absolutely a benevolent dictator when it comes to how I run these games -- I'll take lots of player suggestions and inputs, and adapt things to fit what's going on in a way that encourages player input, but, fundamentally, what happens is because I've adopted it as my conception of the world and if I don't take a player input, that's that. [/QUOTE]
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What is the point of GM's notes?
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