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What is the point of GM's notes?
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<blockquote data-quote="pemerton" data-source="post: 8259987" data-attributes="member: 42582"><p>For me, this raises a couple of questions.</p><p></p><p>First, <em>a solution</em> implies <em>a problem</em>. Where are these problems coming from? Who is introducing the relevant stuff into the fiction, and establishing how the PCs are oriented towards it? For instance, in [USER=23751]@Maxperson[/USER]'s example (i) who decided that a ghost was terrorising a town, and (ii) who decided that the PCs needed to put the ghost to eternal rest, and (iii) what motivated the decision in (ii) - and I don't mean in the fiction, I mean <em>at the table</em>.</p><p></p><p>Second, <em>what makes a solution one that can work? </em>Who decides that, and how? What would make a solution so good that it would work with no roll? What do the <em>players</em> need to know to identify a solution as (i) viable at all, (ii) a good one, and/or (iii) such a good one that it might succeed automatically? Whatever it is that the players need to know, <em>how do they learn that?</em></p><p></p><p>Suppose the players think that a plan is a good one - eg because it fits with their understanding of how ghosts, and magic, and prayer all work. Is that relevant in these "living worlds"?</p></blockquote><p></p>
[QUOTE="pemerton, post: 8259987, member: 42582"] For me, this raises a couple of questions. First, [I]a solution[/I] implies [I]a problem[/I]. Where are these problems coming from? Who is introducing the relevant stuff into the fiction, and establishing how the PCs are oriented towards it? For instance, in [USER=23751]@Maxperson[/USER]'s example[I] [/I](i) who decided that a ghost was terrorising a town, and (ii) who decided that the PCs needed to put the ghost to eternal rest, and (iii) what motivated the decision in (ii) - and I don't mean in the fiction, I mean [I]at the table[/I]. Second, [I]what makes a solution one that can work? [/I]Who decides that, and how? What would make a solution so good that it would work with no roll? What do the [I]players[/I] need to know to identify a solution as (i) viable at all, (ii) a good one, and/or (iii) such a good one that it might succeed automatically? Whatever it is that the players need to know, [I]how do they learn that?[/I] Suppose the players think that a plan is a good one - eg because it fits with their understanding of how ghosts, and magic, and prayer all work. Is that relevant in these "living worlds"? [/QUOTE]
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What is the point of GM's notes?
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