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What is the point of GM's notes?
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<blockquote data-quote="AnotherGuy" data-source="post: 8264307" data-attributes="member: 7029930"><p>So just to bring it a little back to the OP, one way I use GM notes to assist me is with <em>Skilled Play</em> over the course of the campaign.</p><p></p><p>Just to be clear I’m not referring to combat strategy or old school dungeoneering when discussing <em>Skilled Play</em> over the course of a campaign. I’m zeroing on impactful PC choices which would influence the final result or end challenge of the campaign.</p><p>The only way I can think of representing that is by codifying such choices, in a similar way that 5e's <em>Tyranny of Dragons</em> storyline does it with its Council Scorecard where certain actions undertaken by the party would curry or lose favour with a particular faction for the final showdown and thus make things easier or harder.</p><p></p><p>Here begins my dilemma, so I begin codifying certain actions undertaken by the party over the course of the campaign and of course should PCs come up with constructive ideas and actions of their own, that data too when then be inputted. Furthermore I increase pressure by injecting a strict timeframe of events.</p><p></p><p>Now in all of this, I have designed the code as well as the timeframe. It does sort of feel illusionary because I could adjust the set code or timeframe at any time without the PCs knowledge, since much of it is secret backstory or not player-facing. And this of course frustrates me somewhat - in that I could describe in part what I'm doing as <em>Setting Solitaire</em>. Now I don't know if these feelings stem from the fact that I'm doing the designing as opposed to say following an AP, which perhaps would remove my own sense of bias, similar to a map does in old-school dungeon crawls.</p><p></p><p>There are parts which I can make player-facing and have indeed done so, but I'm not perfectly content, since I can still amend things. The other concern is that should I choose to reveal the entire "scorecard" to the payers, I may lessen the <em>Skilled Play</em> element of the game. Not an attractive option for me.</p><p></p><p>I do not know if I'm making much sense in all of this rambling, but this is where I'm at - where I'm trying to, for the lack of a better word, make the game <em>True</em>.</p><p></p><p>Although I have never played the game, would the clocks system be a fair comparison for something like this in BitD?</p><p>What system does Dungeon World use to emulate this, or is there such a thing?</p><p></p><p><u>EDIT:</u> Another option I have is running something like post-action 4e Skill Challenge check to resolve the outcome of the "scorecard". Perhaps before the final showdown, I call for a sit down session with the players and DM lobbing for what actions over the course of the campaign would be deserving of a roll.</p></blockquote><p></p>
[QUOTE="AnotherGuy, post: 8264307, member: 7029930"] So just to bring it a little back to the OP, one way I use GM notes to assist me is with [I]Skilled Play[/I] over the course of the campaign. Just to be clear I’m not referring to combat strategy or old school dungeoneering when discussing [I]Skilled Play[/I] over the course of a campaign. I’m zeroing on impactful PC choices which would influence the final result or end challenge of the campaign. The only way I can think of representing that is by codifying such choices, in a similar way that 5e's [I]Tyranny of Dragons[/I] storyline does it with its Council Scorecard where certain actions undertaken by the party would curry or lose favour with a particular faction for the final showdown and thus make things easier or harder. Here begins my dilemma, so I begin codifying certain actions undertaken by the party over the course of the campaign and of course should PCs come up with constructive ideas and actions of their own, that data too when then be inputted. Furthermore I increase pressure by injecting a strict timeframe of events. Now in all of this, I have designed the code as well as the timeframe. It does sort of feel illusionary because I could adjust the set code or timeframe at any time without the PCs knowledge, since much of it is secret backstory or not player-facing. And this of course frustrates me somewhat - in that I could describe in part what I'm doing as [I]Setting Solitaire[/I]. Now I don't know if these feelings stem from the fact that I'm doing the designing as opposed to say following an AP, which perhaps would remove my own sense of bias, similar to a map does in old-school dungeon crawls. There are parts which I can make player-facing and have indeed done so, but I'm not perfectly content, since I can still amend things. The other concern is that should I choose to reveal the entire "scorecard" to the payers, I may lessen the [I]Skilled Play[/I] element of the game. Not an attractive option for me. I do not know if I'm making much sense in all of this rambling, but this is where I'm at - where I'm trying to, for the lack of a better word, make the game [I]True[/I]. Although I have never played the game, would the clocks system be a fair comparison for something like this in BitD? What system does Dungeon World use to emulate this, or is there such a thing? [U]EDIT:[/U] Another option I have is running something like post-action 4e Skill Challenge check to resolve the outcome of the "scorecard". Perhaps before the final showdown, I call for a sit down session with the players and DM lobbing for what actions over the course of the campaign would be deserving of a roll. [/QUOTE]
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