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What is the point of GM's notes?
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<blockquote data-quote="prabe" data-source="post: 8259996" data-attributes="member: 7016699"><p>I'm not going to try to speak for [USER=23751]@Maxperson[/USER] here, but in the campaigns I'm running ...</p><p></p><p>If there's a ghost terrorizing a town, it's doing so because I decided it is.</p><p>If putting the ghost to rest is a solution (note the indefinite article) it's because I decided that was an approach that would work, that the players might stumble upon.</p><p>And I decided that in case the players got stuck, and started looking to skill rolls to give them the answer so that I'd have an answer (again, that indefinite article) ready.</p><p></p><p>As you might guess from above, that all comes to my decisions--either in prepping the scenario or reacting to the players while running it. Generally (in D&D 5E) I'll use skill rolls to determine what the PCs know/understand/can figure out, if the players get stuck; I generally try to make sure there's information available the players can put together, but that doesn't always work (because players). So, to answer your last question: They either learn it through play (what I think you describe as "free narration") or they learn it through skills (because I believe there are things the characters might know about the setting that the players do not).</p><p></p><p>It's relevant in my campaigns; but remember that I don't claim, or intend, or really even want to be running a "living world" as some of the other posters in this thread use that term.</p></blockquote><p></p>
[QUOTE="prabe, post: 8259996, member: 7016699"] I'm not going to try to speak for [USER=23751]@Maxperson[/USER] here, but in the campaigns I'm running ... If there's a ghost terrorizing a town, it's doing so because I decided it is. If putting the ghost to rest is a solution (note the indefinite article) it's because I decided that was an approach that would work, that the players might stumble upon. And I decided that in case the players got stuck, and started looking to skill rolls to give them the answer so that I'd have an answer (again, that indefinite article) ready. As you might guess from above, that all comes to my decisions--either in prepping the scenario or reacting to the players while running it. Generally (in D&D 5E) I'll use skill rolls to determine what the PCs know/understand/can figure out, if the players get stuck; I generally try to make sure there's information available the players can put together, but that doesn't always work (because players). So, to answer your last question: They either learn it through play (what I think you describe as "free narration") or they learn it through skills (because I believe there are things the characters might know about the setting that the players do not). It's relevant in my campaigns; but remember that I don't claim, or intend, or really even want to be running a "living world" as some of the other posters in this thread use that term. [/QUOTE]
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What is the point of GM's notes?
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