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What is the point of GM's notes?
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<blockquote data-quote="Emerikol" data-source="post: 8253977" data-attributes="member: 6698278"><p>Sorry I was meandering briefly into a Texasism. I guess I could have said he wasn't holding anything in his poker hand.</p><p></p><p></p><p>I think this is a key insight about player skill. I would say player agency maybe on top of that. For example, in some games getting the group "in trouble" is built into the game and pretty hard to avoid. The dice will lead their eventually. Whereas, in theory at least, with careful planning and strategy, the group might accomplish their mission without getting into serious trouble. Then they have that "I love it when a plan comes together" feeling. A feeling of having overcome real obstacles. </p><p></p><p></p><p>I would agree if you mean my level of prep but I think a game with little prep is not going to go very well. So there is a vast amount of prep between my level and very little. I admit I base that only upon my own experience but I do have a lot of experience.</p><p></p><p></p><p>I think the impact of the prep on verisimilitude and character immersion (as opposed to just regular immersion) is impacted by these same techniques. I recognize that having to be ready to infuse the game with new world details as a player can keep you focused. So that sort of immersion seems likely.</p><p></p><p></p><p>And that is the key division. It's either a blessing or a curse depending on the person.</p><p></p><p></p><p>I don't think it's obvious to me they would be more invested in the setting. It's not my experience. I think there are aspects of the game in that style which would garner a lot of focus on the game.</p><p></p><p></p><p>I find there are techniques to draw them into the game and make them care more about the setting. Of course it varies by individual but my groups tended to care about the setting. I also tend to detail things that tend to be of interest to PCs.</p><p></p><p></p><p></p><p>Is that a game rule? A practice? I've seen this stated many times but if like me you tend to view the setting as established it doesn't happen. </p><p></p><p></p><p>I would agree that it's all make believe. I think when you establish facts about the setting matters. I like to keep DM the creator apart from DM the judge. Both are important roles but I see it best to keep them apart as much as you can.</p></blockquote><p></p>
[QUOTE="Emerikol, post: 8253977, member: 6698278"] Sorry I was meandering briefly into a Texasism. I guess I could have said he wasn't holding anything in his poker hand. I think this is a key insight about player skill. I would say player agency maybe on top of that. For example, in some games getting the group "in trouble" is built into the game and pretty hard to avoid. The dice will lead their eventually. Whereas, in theory at least, with careful planning and strategy, the group might accomplish their mission without getting into serious trouble. Then they have that "I love it when a plan comes together" feeling. A feeling of having overcome real obstacles. I would agree if you mean my level of prep but I think a game with little prep is not going to go very well. So there is a vast amount of prep between my level and very little. I admit I base that only upon my own experience but I do have a lot of experience. I think the impact of the prep on verisimilitude and character immersion (as opposed to just regular immersion) is impacted by these same techniques. I recognize that having to be ready to infuse the game with new world details as a player can keep you focused. So that sort of immersion seems likely. And that is the key division. It's either a blessing or a curse depending on the person. I don't think it's obvious to me they would be more invested in the setting. It's not my experience. I think there are aspects of the game in that style which would garner a lot of focus on the game. I find there are techniques to draw them into the game and make them care more about the setting. Of course it varies by individual but my groups tended to care about the setting. I also tend to detail things that tend to be of interest to PCs. Is that a game rule? A practice? I've seen this stated many times but if like me you tend to view the setting as established it doesn't happen. I would agree that it's all make believe. I think when you establish facts about the setting matters. I like to keep DM the creator apart from DM the judge. Both are important roles but I see it best to keep them apart as much as you can. [/QUOTE]
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What is the point of GM's notes?
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