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What is the point of GM's notes?
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<blockquote data-quote="pemerton" data-source="post: 8257716" data-attributes="member: 42582"><p>The key element of the "living world" as I am making sense of it is that the fiction is <em>created by the GM</em>. This is what makes it possible for the players to <em>learn it</em> without also <em>creating it</em>. And the fact that players can <em>learn it</em> is what makes skilled play relevant.</p><p></p><p>In Prince Valiant, by way of contrast, and even moreso (say) Cthulhu Dark, there is really no skilled play in the D&D/Gygaxian sense. There is the skill of knowing your character and engaging the situation, but that's a completely different skill. It's about picking up the trajectory of the fiction and running with it.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8257716, member: 42582"] The key element of the "living world" as I am making sense of it is that the fiction is [I]created by the GM[/I]. This is what makes it possible for the players to [I]learn it[/I] without also [I]creating it[/I]. And the fact that players can [I]learn it[/I] is what makes skilled play relevant. In Prince Valiant, by way of contrast, and even moreso (say) Cthulhu Dark, there is really no skilled play in the D&D/Gygaxian sense. There is the skill of knowing your character and engaging the situation, but that's a completely different skill. It's about picking up the trajectory of the fiction and running with it. [/QUOTE]
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What is the point of GM's notes?
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