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What is the point of GM's notes?
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<blockquote data-quote="Emerikol" data-source="post: 8266931" data-attributes="member: 6698278"><p>It does seem to me though like a third person attachment instead of a first person attachment to use a readers analogy.</p><p></p><p>I would agree that there are limits to how far into your character you can get. That to me is a failure of the game that at this point in our technological advancement can't be overcome. </p><p></p><p>But lets...analyze what is going on in someone's head.</p><p></p><p>1. Traditional</p><p>Player: Do I recognize the spell he is casting?</p><p>GM: rolls spellcraft (good roll), yes you believe he is casting the hold person spell.</p><p>Player: "Drats" looking at character sheet, "I wore my water breathing ring this morning expecting a water trap".</p><p></p><p>The player is asking a question about what his character knows because it's impossible at this time to create a game where he just knows it. The player though is performing the realistic task of thinking as his character to remember something from his past. The GM is providing the data. </p><p></p><p></p><p>2. Flashback</p><p>Player: The guy is casting hold person, I am glad this morning I decided to wear my ring of protection and not my ring of water breathing when dressing this morning.</p><p>GM: Okay you get a +1 on your save against the hold person spell</p><p></p><p>The player is not remembering a fact based on his lore skill. He is creating events that occurred that morning after the fact. </p><p></p><p>It probably ultimately goes back to the ability to create fiction by players. The skill you'd be developing would be how to imagine events that come to your aid in desperate situations. That is the skill you'd be developing. Whereas the skill be developed in a skilled play game would be planning for possible outcomes and choosing what to take or not take. And then making wise tactical decisions once the action starts.</p></blockquote><p></p>
[QUOTE="Emerikol, post: 8266931, member: 6698278"] It does seem to me though like a third person attachment instead of a first person attachment to use a readers analogy. I would agree that there are limits to how far into your character you can get. That to me is a failure of the game that at this point in our technological advancement can't be overcome. But lets...analyze what is going on in someone's head. 1. Traditional Player: Do I recognize the spell he is casting? GM: rolls spellcraft (good roll), yes you believe he is casting the hold person spell. Player: "Drats" looking at character sheet, "I wore my water breathing ring this morning expecting a water trap". The player is asking a question about what his character knows because it's impossible at this time to create a game where he just knows it. The player though is performing the realistic task of thinking as his character to remember something from his past. The GM is providing the data. 2. Flashback Player: The guy is casting hold person, I am glad this morning I decided to wear my ring of protection and not my ring of water breathing when dressing this morning. GM: Okay you get a +1 on your save against the hold person spell The player is not remembering a fact based on his lore skill. He is creating events that occurred that morning after the fact. It probably ultimately goes back to the ability to create fiction by players. The skill you'd be developing would be how to imagine events that come to your aid in desperate situations. That is the skill you'd be developing. Whereas the skill be developed in a skilled play game would be planning for possible outcomes and choosing what to take or not take. And then making wise tactical decisions once the action starts. [/QUOTE]
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What is the point of GM's notes?
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