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The Ethics of )(*#$ing with the PCs' plans

Started by Walking Paradox, January 06, 2012, 01:13:38 AM

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Ancientgamer1970

Quote from: David R;501586Yeah, it's a dick move. IMO, it's the dice that should ruin their plans not the GM.

Regards,
David R


ha ha, i like this response a lot...     I agree with it as well...

RPGPundit

Quote from: jeff37923;501583There's another thing, you have to take lots of notes. Whatever you generate on the fly for that one Player decision, now is the landscape. You cannot change that part of the setting from session to session without there being some good reason or else you lose immersion and get the situation that Kaldric mentioned earlier where the Players feel that their decisions are meaningless.

Hmm, my feeling is that if the GM immerses effectively in the characters he's portraying, you don't really have to take that many notes. You have to be able to get into the heads of the NPCs and the setting, but after that its easy to remember what's what.

Now, I often have trouble of keeping track of more mundane mechanical details, and those I definitely have to keep tabs on, but that's another story.

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Rincewind1

My dungeon notes are currently 6 pages. My campaign's plot is 1 page, and the NPCs pages are about 5 - 6 as well - mostly names, position and stats.
Furthermore, I consider that  This is Why We Don\'t Like You thread should be closed

Serious Paul

I keep notes because I'm not a super genius who has nothing but time to game. I have other commitments, so notes let me come back to where I left off-just like a book mark.