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What is the point of GM's notes?
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<blockquote data-quote="Emerikol" data-source="post: 8253755" data-attributes="member: 6698278"><p>Well in anything we are talking averages. I definitely think, for the same reason given by the author of that book, that on average having more detail is going to improve the game. I agree there are other factors and that is not the exclusive property of a good game.</p><p></p><p>My experience with DMs/GMs is that those that ad lib a lot are not very good. So as soon as I figure out that there is nothing under that DM's hat, I tend to move on and leave that game. I've gotten better at figuring out this stuff ahead of time than when I was in college. </p><p></p><p></p><p>My reaction is that generally ten authors can't write as good a story as one author can but I'm sure some author could be found that is worse than some selection of ten authors. So I view it as a typical truth and not absolute for every single situation ever. Just like authors who bother to build a world tend to write better worlds than authors who don't. I'm sure there are exceptions to everything.</p><p></p><p></p><p>I do agree that whatever enhanced the fun of the game is a good thing for that game. No argument there. I just wonder if perhaps the benefits of the "opposite" of my style are in other areas and not verisimilitude.</p><p></p><p></p><p>In my opinion it is time well spent but then I enjoy it and I enjoy making my players happy with a good world that they enjoy.</p><p></p><p></p><p>I don't care for the style though I have no issue with a series of adventures set in a well designed world with a sandbox. The players can choose to follow that path or not. </p><p></p><p></p><p></p><p>You should never have to pretend. Just say what you like. I don't mind what anyone's preference is. My opposition only comes when I think my own style is being mischaracterized or maligned.</p><p></p><p></p><p>Well by your own definition, the fiction is only what emerges from play and does not include the entirety of the living world.</p><p></p><p></p><p>Well stories are emergent from almost any hobby. I have stories of great chess games I've won or lost. Maybe my time ran out and I had a winning position. That doesn't mean the game is ABOUT creating a story. If so then did I make the clock run out on purpose to make the loss more memorable and dramatic? Absolutely not. I was playing to win.</p><p></p><p></p><p>So in my own style of roleplaying the players are trying to advance their agendas. They develop their agendas from experiencing the world and creatively thinking about their character. That a story emerges on occasion is a side effect and by no means the purpose.</p></blockquote><p></p>
[QUOTE="Emerikol, post: 8253755, member: 6698278"] Well in anything we are talking averages. I definitely think, for the same reason given by the author of that book, that on average having more detail is going to improve the game. I agree there are other factors and that is not the exclusive property of a good game. My experience with DMs/GMs is that those that ad lib a lot are not very good. So as soon as I figure out that there is nothing under that DM's hat, I tend to move on and leave that game. I've gotten better at figuring out this stuff ahead of time than when I was in college. My reaction is that generally ten authors can't write as good a story as one author can but I'm sure some author could be found that is worse than some selection of ten authors. So I view it as a typical truth and not absolute for every single situation ever. Just like authors who bother to build a world tend to write better worlds than authors who don't. I'm sure there are exceptions to everything. I do agree that whatever enhanced the fun of the game is a good thing for that game. No argument there. I just wonder if perhaps the benefits of the "opposite" of my style are in other areas and not verisimilitude. In my opinion it is time well spent but then I enjoy it and I enjoy making my players happy with a good world that they enjoy. I don't care for the style though I have no issue with a series of adventures set in a well designed world with a sandbox. The players can choose to follow that path or not. You should never have to pretend. Just say what you like. I don't mind what anyone's preference is. My opposition only comes when I think my own style is being mischaracterized or maligned. Well by your own definition, the fiction is only what emerges from play and does not include the entirety of the living world. Well stories are emergent from almost any hobby. I have stories of great chess games I've won or lost. Maybe my time ran out and I had a winning position. That doesn't mean the game is ABOUT creating a story. If so then did I make the clock run out on purpose to make the loss more memorable and dramatic? Absolutely not. I was playing to win. So in my own style of roleplaying the players are trying to advance their agendas. They develop their agendas from experiencing the world and creatively thinking about their character. That a story emerges on occasion is a side effect and by no means the purpose. [/QUOTE]
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