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What is the point of GM's notes?
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<blockquote data-quote="Manbearcat" data-source="post: 8263569" data-attributes="member: 6696971"><p>Another way you might put the above is this:</p><p></p><p>* In some (not all) Story Now play, these game engines are going to feature powerful player content generation + action resolution capability (see Blades' Flashbacks) that allows them to reframe a situation (not to retcon an outcome, but to add something advantageous to the situation). This is gives everyone a subtler, less beefy form of the kind of apex Wizard/Cleric spells we're used to in D&D (Fly, Teleport, Divinations, Raise Dead, etc). In some (not all) Story Now play, these game engines are going to feature powerful player fiat abilities that do effectively let them retcon a moment (Immediate Interrupts in 4e). In some (not all) Story Now play, "ask questions and use the answers" is a primary principle of GMing whereby the 7-9 result of Spout Lore in DW (the GM will tell you something interesting...its on you to make it useful) is uniformly operationalized except in reverse (the player will tell the table something interesting...its now on the GM and all the other participants, including the initiating player themselves) to make it it useful.</p><p></p><p>* In Trad and Neo-Trad D&D, the GM's mandate to curate content and oblige either their own (the GM's) conception or a player's conception of "the story" can (not will, but can) manifest in GM Force (the subversion of the system's volition or a non-GM participant's volition when it comes to inputs into the fiction or outputs of action resolution that would change the fiction/gamestate in a way that is perceived as retrograde by the GM).</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8263569, member: 6696971"] Another way you might put the above is this: * In some (not all) Story Now play, these game engines are going to feature powerful player content generation + action resolution capability (see Blades' Flashbacks) that allows them to reframe a situation (not to retcon an outcome, but to add something advantageous to the situation). This is gives everyone a subtler, less beefy form of the kind of apex Wizard/Cleric spells we're used to in D&D (Fly, Teleport, Divinations, Raise Dead, etc). In some (not all) Story Now play, these game engines are going to feature powerful player fiat abilities that do effectively let them retcon a moment (Immediate Interrupts in 4e). In some (not all) Story Now play, "ask questions and use the answers" is a primary principle of GMing whereby the 7-9 result of Spout Lore in DW (the GM will tell you something interesting...its on you to make it useful) is uniformly operationalized except in reverse (the player will tell the table something interesting...its now on the GM and all the other participants, including the initiating player themselves) to make it it useful. * In Trad and Neo-Trad D&D, the GM's mandate to curate content and oblige either their own (the GM's) conception or a player's conception of "the story" can (not will, but can) manifest in GM Force (the subversion of the system's volition or a non-GM participant's volition when it comes to inputs into the fiction or outputs of action resolution that would change the fiction/gamestate in a way that is perceived as retrograde by the GM). [/QUOTE]
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What is the point of GM's notes?
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