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What is the point of GM's notes?
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<blockquote data-quote="pemerton" data-source="post: 8256025" data-attributes="member: 42582"><p>I haven't played BitD and don't know it well enough to answer your question in relation to it. In Apocalypse World and Dungeon World, the player can <em>read a charged situation</em> or <em>discern realities</em> and on a successful check is able to ask questions of the GM (eg <em>who is in charge here?</em> or <em>what is the biggest danger here?</em>) and the GM has to answer these "truthfully" ie in such a way as to establish fiction that is then honoured. The player receives a bonus if then acting on that information.</p><p></p><p>In Cortex+ Heroic, to pick a quite different system, the player can declare an action that establishes an Asset which is a bonus die in the pool. In one of our sessions the scout PC climbed the steading wall to gain an Asset <em>Overview of the Setting</em>. I imagine that I narrated some stuff that he could see, but that is essentially colour - it will only matter in play if I spend Doom Pool dice to build it into a Scene Distinction or to add a bonus die to a NPC pool. (Unlike D&D, victory in Cortex+ Heroic doesn't depend on attrition and so it can be rational to use actions to build one's pool so as to enable a one-shot victory.)</p><p></p><p>In Burning Wheel, the player needs an intent to his/her task: so if observing the guards some intention has to be stated, such as <em>to see if there is a gap in their patrol route that I can exploit</em>. "Anything useful" is in my view a bit to vague as an intent.</p><p></p><p></p><p>This is what I would describe as <em>finding out the content of the GM's notes</em>. Or <em>finding out the GM's conception of the fiction</em>. I've played and GMed a fair bit of this sort of RPGing, though not so much in the past 15 or so years.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8256025, member: 42582"] I haven't played BitD and don't know it well enough to answer your question in relation to it. In Apocalypse World and Dungeon World, the player can [I]read a charged situation[/I] or [I]discern realities[/I] and on a successful check is able to ask questions of the GM (eg [I]who is in charge here?[/I] or [I]what is the biggest danger here?[/I])[I] [/I]and the GM has to answer these "truthfully" ie in such a way as to establish fiction that is then honoured. The player receives a bonus if then acting on that information. In Cortex+ Heroic, to pick a quite different system, the player can declare an action that establishes an Asset which is a bonus die in the pool. In one of our sessions the scout PC climbed the steading wall to gain an Asset [I]Overview of the Setting[/I]. I imagine that I narrated some stuff that he could see, but that is essentially colour - it will only matter in play if I spend Doom Pool dice to build it into a Scene Distinction or to add a bonus die to a NPC pool. (Unlike D&D, victory in Cortex+ Heroic doesn't depend on attrition and so it can be rational to use actions to build one's pool so as to enable a one-shot victory.) In Burning Wheel, the player needs an intent to his/her task: so if observing the guards some intention has to be stated, such as [I]to see if there is a gap in their patrol route that I can exploit[/I]. "Anything useful" is in my view a bit to vague as an intent. This is what I would describe as [I]finding out the content of the GM's notes[/I]. Or [I]finding out the GM's conception of the fiction[/I]. I've played and GMed a fair bit of this sort of RPGing, though not so much in the past 15 or so years. [/QUOTE]
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What is the point of GM's notes?
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