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What is the point of GM's notes?
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<blockquote data-quote="Manbearcat" data-source="post: 8253772" data-attributes="member: 6696971"><p>Myth is just level of prep of backstory/setting. No Myth just means very little prep (there is always going to be some prep, but its often communal such as creating the villain in My Life with Master or making the map in Dungeon World or players proposing their background initiation scene in Dogs in the Vineyard). Story Now games come in different levels of prep, but overwhelmingly feature low but very focused prep which features provocative (relative to the game's premise and the espoused PC themes/dramatic needs) situations. Setting fills out/firms up and Story generates during play as a product of the PCs colliding with those provocative situations. That is the Now part.</p><p></p><p>Contrast with Story Before where much (or at least most of the most important parts) or all story generation (this would be AP Railroads) happen before play:</p><p></p><p>* Setting is high resolution and happens almost exclusively before play.</p><p></p><p>* Situations that come up in play are overwhelmingly PC-neutral in their framing. That doesn't mean players can't pick their own plot hooks out of the Setting's menu (like a Pick Your Own Adventure book), but it does mean that the Setting and Situation material isn't intentionally framed around the PCs thematic/dramatic needs in order to provoke them (like a Town is in Dogs in the Vineyard).</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8253772, member: 6696971"] Myth is just level of prep of backstory/setting. No Myth just means very little prep (there is always going to be some prep, but its often communal such as creating the villain in My Life with Master or making the map in Dungeon World or players proposing their background initiation scene in Dogs in the Vineyard). Story Now games come in different levels of prep, but overwhelmingly feature low but very focused prep which features provocative (relative to the game's premise and the espoused PC themes/dramatic needs) situations. Setting fills out/firms up and Story generates during play as a product of the PCs colliding with those provocative situations. That is the Now part. Contrast with Story Before where much (or at least most of the most important parts) or all story generation (this would be AP Railroads) happen before play: * Setting is high resolution and happens almost exclusively before play. * Situations that come up in play are overwhelmingly PC-neutral in their framing. That doesn't mean players can't pick their own plot hooks out of the Setting's menu (like a Pick Your Own Adventure book), but it does mean that the Setting and Situation material isn't intentionally framed around the PCs thematic/dramatic needs in order to provoke them (like a Town is in Dogs in the Vineyard). [/QUOTE]
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What is the point of GM's notes?
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