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What is the point of GM's notes?
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<blockquote data-quote="Campbell" data-source="post: 8261997" data-attributes="member: 16586"><p>For me personally that feeling of being in a writer's room is something I have always tried to avoid. For me personally what I have always enjoyed about Story Now play is that by making players responsible for protagonism and GMs responsible for honest adversity we can get to a point where we all get to be an audience and like active participant while keeping the act of authorship in play to a bare minimum.</p><p></p><p>For me personally authoring is a necessary <strong>evil </strong>with emphasis on the evil. When we start to embrace the authorship side of things we provide like this release valve that can be used to tune the tension down. It opens the game to player side railroading which for my tastes is just as pernicious.</p><p></p><p>Not saying the writer's room experience is not a valid way to play. Just not one I tend to look for or value personally. I tend to want to ground the player's perspective as much as possible with their character. Selective use of authorship prompts can sometimes aid in this, but I try to keep it somewhat limited. A desire for bleed is part of this, but just as important from my perspective is providing an environment where players (including the GM) get to experience the unfolding narrative as audience members.</p></blockquote><p></p>
[QUOTE="Campbell, post: 8261997, member: 16586"] For me personally that feeling of being in a writer's room is something I have always tried to avoid. For me personally what I have always enjoyed about Story Now play is that by making players responsible for protagonism and GMs responsible for honest adversity we can get to a point where we all get to be an audience and like active participant while keeping the act of authorship in play to a bare minimum. For me personally authoring is a necessary [B]evil [/B]with emphasis on the evil. When we start to embrace the authorship side of things we provide like this release valve that can be used to tune the tension down. It opens the game to player side railroading which for my tastes is just as pernicious. Not saying the writer's room experience is not a valid way to play. Just not one I tend to look for or value personally. I tend to want to ground the player's perspective as much as possible with their character. Selective use of authorship prompts can sometimes aid in this, but I try to keep it somewhat limited. A desire for bleed is part of this, but just as important from my perspective is providing an environment where players (including the GM) get to experience the unfolding narrative as audience members. [/QUOTE]
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What is the point of GM's notes?
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