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What is the point of GM's notes?
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<blockquote data-quote="prabe" data-source="post: 8261723" data-attributes="member: 7016699"><p>I'll work forward. I am apparently relentlessly linear.</p><p></p><p>Fair enough. I think that in any given arc, there's a throughline of causes, effects, decisions, actions, and consequences (in some order) and I think the players I'm DMing for do a really good job of propelling play and/or story.</p><p></p><p></p><p>What I snipped was, essentially a list of things that can be done to/taken from a PC. As a player, any possession I (or my character) didn't <strong>earn</strong>, I don't really care about; and there are, in principle, a bunch of conditions that could be applied to the PCs--though just doing so randomly wouldn't be kosher in 5E. And in principle a player in 5E can do things to avoid many of those losses/consequences (as build choices, and sometimes as advancement choices) which that I can tell isn't possible in Dungeon World (though some of that might be my dice).</p><p></p><p>In principle, at least, anything can have downstream consequences.</p><p></p><p>Oh, that's not weird. Any sort of physical activity, I'll probably tell the player what the DC is--absolutely will if the PC has proficiency in a relevant skill. It's be different in a situation like "you can't know the DC to see the hiding thing" or "you can't know the DC to do this research" or "you can't know the DC to persuade this person of a thing" because there usually aren't plausible ways to know those DCs (the persuasion, I can see a way, but it's not guaranteed).</p></blockquote><p></p>
[QUOTE="prabe, post: 8261723, member: 7016699"] I'll work forward. I am apparently relentlessly linear. Fair enough. I think that in any given arc, there's a throughline of causes, effects, decisions, actions, and consequences (in some order) and I think the players I'm DMing for do a really good job of propelling play and/or story. What I snipped was, essentially a list of things that can be done to/taken from a PC. As a player, any possession I (or my character) didn't [B]earn[/B], I don't really care about; and there are, in principle, a bunch of conditions that could be applied to the PCs--though just doing so randomly wouldn't be kosher in 5E. And in principle a player in 5E can do things to avoid many of those losses/consequences (as build choices, and sometimes as advancement choices) which that I can tell isn't possible in Dungeon World (though some of that might be my dice). In principle, at least, anything can have downstream consequences. Oh, that's not weird. Any sort of physical activity, I'll probably tell the player what the DC is--absolutely will if the PC has proficiency in a relevant skill. It's be different in a situation like "you can't know the DC to see the hiding thing" or "you can't know the DC to do this research" or "you can't know the DC to persuade this person of a thing" because there usually aren't plausible ways to know those DCs (the persuasion, I can see a way, but it's not guaranteed). [/QUOTE]
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What is the point of GM's notes?
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