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What is the point of GM's notes?
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<blockquote data-quote="Manbearcat" data-source="post: 8267273" data-attributes="member: 6696971"><p>Depends on the game. </p><p></p><p>* In Torchbearer, Wises (specific area of Lore) are used to grant allies +1d on a related Test, to reroll a single die on a failed test (with spent Fate point), or reroll all failed dice (with spent Persona point).</p><p></p><p>* In 5e, its basically "GM Decides" so the GM decides (a) what the DC is and (b) what info (whether interesting, whether useful, whether both) the player gains from an Intelligence Ability Check.</p><p></p><p>* In 4e, the DC is decided by level and a Lore-based success affords the player a Success and attendant gamestate change if its in a Skill Challenge or relevant monster info if its a combat (vulnerabilities, resistances, et al).</p><p></p><p>* In Dungeon World, a 7-9 gives the player something interesting while a 10+ gives them something both interesting and useful (<em>immediately relevant and actionable</em>).</p><p></p><p>Its possibly that "the name Talartharniel comes to mind..." is interesting in a DW game. <em>Interesting </em>means here is a setup...you figure out how to use it. So the players might take that name and interrogate the library or consult a sage. They may find some relevant info about his past experiments or where his laboratory was or an arcane mark that they have seen before and a light turns on.</p><p></p><p>But its clearly not <em>immediately relevant and actionable</em>. Its a setup to get further information. The immediately relevant and actionable might be the following exchange:</p><p></p><p>GM: "Talartharniel was a an alchemist prodigy and possibly Blood Magic Sorcerer who dabbled in all manner of cross-breeding and arcane experiment...the recluse disappeared a few years ago." <asking the player> What was the inciting event that led to his disappearance?</p><p></p><p>Player: "After a calamity in his workshop leveled the top of Lookout Peak (of course)!"</p><p></p><p>Interesting + immediately actionable (useful).</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8267273, member: 6696971"] Depends on the game. * In Torchbearer, Wises (specific area of Lore) are used to grant allies +1d on a related Test, to reroll a single die on a failed test (with spent Fate point), or reroll all failed dice (with spent Persona point). * In 5e, its basically "GM Decides" so the GM decides (a) what the DC is and (b) what info (whether interesting, whether useful, whether both) the player gains from an Intelligence Ability Check. * In 4e, the DC is decided by level and a Lore-based success affords the player a Success and attendant gamestate change if its in a Skill Challenge or relevant monster info if its a combat (vulnerabilities, resistances, et al). * In Dungeon World, a 7-9 gives the player something interesting while a 10+ gives them something both interesting and useful ([I]immediately relevant and actionable[/I]). Its possibly that "the name Talartharniel comes to mind..." is interesting in a DW game. [I]Interesting [/I]means here is a setup...you figure out how to use it. So the players might take that name and interrogate the library or consult a sage. They may find some relevant info about his past experiments or where his laboratory was or an arcane mark that they have seen before and a light turns on. But its clearly not [I]immediately relevant and actionable[/I]. Its a setup to get further information. The immediately relevant and actionable might be the following exchange: GM: "Talartharniel was a an alchemist prodigy and possibly Blood Magic Sorcerer who dabbled in all manner of cross-breeding and arcane experiment...the recluse disappeared a few years ago." <asking the player> What was the inciting event that led to his disappearance? Player: "After a calamity in his workshop leveled the top of Lookout Peak (of course)!" Interesting + immediately actionable (useful). [/QUOTE]
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