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What is the point of GM's notes?
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<blockquote data-quote="prabe" data-source="post: 8266119" data-attributes="member: 7016699"><p>I don't think I am at all. I think I'm disagreeing, but that's not the same thing.</p><p></p><p>And I disagree with both of you.</p><p></p><p>Establishing the events of the past out of order in the narrative doesn't mean they happened out of order. Y'all around the table are experiencing the establishment, not the events themselves. The non-linearity is in the telling, not the events.</p><p></p><p>Given that one is more consequential than the other, I'd say there's some reason to allow one but not the other at a TRPG table (presuming a D&D-esque game with no mechanics to allow it).</p><p></p><p>I don't disagree with this, but I know there are people with a low-enough tolerance for non-linear storytelling that they'd have problems with it regardless, and I can see how that might vary by medium, and how it might be specific to TRPGs. I have a pretty high tolerance for non-linearity in storytelling myself, in other media, but I'm not sure it works super-well for consequential things in TRPGs.</p><p></p><p>Again, though I disagree with you about the chronological nature of fictional realities, I don't disagree with your assertion that a BitD Flashback is at least very nearly identical to a flashback in some other narrative medium. I think it might feel more like an actual narrative device (I mean, it's named for one) and that might matter to some people, if they don't like getting Story into their TRPGs.</p><p></p><p>What I think I'm disagreeing with is that I think you're saying that the order in which the players experience events in the narrative is the exact same as the order in which the characters experience them.</p></blockquote><p></p>
[QUOTE="prabe, post: 8266119, member: 7016699"] I don't think I am at all. I think I'm disagreeing, but that's not the same thing. And I disagree with both of you. Establishing the events of the past out of order in the narrative doesn't mean they happened out of order. Y'all around the table are experiencing the establishment, not the events themselves. The non-linearity is in the telling, not the events. Given that one is more consequential than the other, I'd say there's some reason to allow one but not the other at a TRPG table (presuming a D&D-esque game with no mechanics to allow it). I don't disagree with this, but I know there are people with a low-enough tolerance for non-linear storytelling that they'd have problems with it regardless, and I can see how that might vary by medium, and how it might be specific to TRPGs. I have a pretty high tolerance for non-linearity in storytelling myself, in other media, but I'm not sure it works super-well for consequential things in TRPGs. Again, though I disagree with you about the chronological nature of fictional realities, I don't disagree with your assertion that a BitD Flashback is at least very nearly identical to a flashback in some other narrative medium. I think it might feel more like an actual narrative device (I mean, it's named for one) and that might matter to some people, if they don't like getting Story into their TRPGs. What I think I'm disagreeing with is that I think you're saying that the order in which the players experience events in the narrative is the exact same as the order in which the characters experience them. [/QUOTE]
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