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What is the point of GM's notes?
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<blockquote data-quote="AnotherGuy" data-source="post: 8257653" data-attributes="member: 7029930"><p>For my part, the <em>living, breathing world</em> goal is used in an attempt to (1) heighten immersion and to (2) infer some measure of <em>Skilled Play</em>. Enough people have spoken about (1) in this thread so I'm not going to focus on this at all - but I did try address (2) upthread with a question to [USER=6696971]@Manbearcat[/USER] which got lost in the posts.</p><p></p><p>Again for me, I'm not interested in <em>secret GM notes</em> which do not impact the game in some way, so in the example of this meteorite event that wiped out 1/2 a city, in my game it would have to some sort of knock-on effect, whether it is an influx in refugees, perhaps a shortage of a certain material or two, rising costs of equipment...etc. It needs to affect decision making otherwise as a DM I'm just doing a Meg Ryan.</p><p></p><p>Essentially the techniques used for one's typical D&D version of <em>living, breathing world</em> are DM decides, rolling off tables (if a DM is that industrious) and/or rolling out pre-planned specific timed events. The last two IMO infer some measure of <em>Skilled Play. </em>I liken this to BitD which has the clocks system, and as we have heard in this thread, not all clocks are player-facing.</p></blockquote><p></p>
[QUOTE="AnotherGuy, post: 8257653, member: 7029930"] For my part, the [I]living, breathing world[/I] goal is used in an attempt to (1) heighten immersion and to (2) infer some measure of [I]Skilled Play[/I]. Enough people have spoken about (1) in this thread so I'm not going to focus on this at all - but I did try address (2) upthread with a question to [USER=6696971]@Manbearcat[/USER] which got lost in the posts. Again for me, I'm not interested in [I]secret GM notes[/I] which do not impact the game in some way, so in the example of this meteorite event that wiped out 1/2 a city, in my game it would have to some sort of knock-on effect, whether it is an influx in refugees, perhaps a shortage of a certain material or two, rising costs of equipment...etc. It needs to affect decision making otherwise as a DM I'm just doing a Meg Ryan. Essentially the techniques used for one's typical D&D version of [I]living, breathing world[/I] are DM decides, rolling off tables (if a DM is that industrious) and/or rolling out pre-planned specific timed events. The last two IMO infer some measure of [I]Skilled Play. [/I]I liken this to BitD which has the clocks system, and as we have heard in this thread, not all clocks are player-facing. [/QUOTE]
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