Agreed. But when used on these boards, it is often used to mean "operationally superior" choice.I don't think 'meaningful choice' has to mean 'Gamist choice'. It can mean Narrative or Dramatic choice, and it can mean Sim choice.
Agreed. But when used on these boards, it is often used to mean "operationally superior" choice.I don't think 'meaningful choice' has to mean 'Gamist choice'. It can mean Narrative or Dramatic choice, and it can mean Sim choice.
Agreed. But when used on these boards, it is often used to mean "operationally superior" choice.
I think winning, or something like it, is pretty central to Edwards' conception of gamist play:
I'm defining "winning" as positive assessment at the Step On Up level.
But this all turns on "clearly".I don't really get that - if one choice is clearly operationally superior then in Gamist terms there is no meaningful choice.
The scenario I ran yesterday (from the Eden Odyssesy d20 book called "Wonders Out of Time") called for a Large bear.
I wasn't sure exactly how many 10th level PCs would be facing it at once, and so in prepping I placed a single elite level 13 dire bear
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As it turns out, the whole party encountered the bear. I didn't want to do any re-statting on the fly, so stuck with the level 13 elite. They players decided that their PCs would try to tame and befriend the bear instead of fighting it. To keep the XP and pacing about the same as I'd planned, I decided to run this as a level 13 complexity 2 skill challenge (6 successes before 3 failures).
From my (non-gamist) point of view, the following response captures some of the relevant differences in possible dimensions of meaningfulness:Also, in a "fiction-first" system, the players could attempt to avoid a combat because that offered their best chance of success. If you design the challenge of avoiding said combat "To keep the XP and pacing about the same as I'd planned", then you undo the value of that choice.
I strongly disagree. Wide variance in difficulty or rewards based on player strategy doesn't preserve the value and meaning of player choice, it destroys that value - essentially, you create a single correct choice.
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Similarly, if a diplomatic approach is just as hard as a fight, whether or not the PCs have good CHA, skill trainings, etc means something. The fact that the characters chose a non violent means of resolving the problem even if it wasn't any easier tells us something about their values. If talking is easy, then PCs can get through without strong social skills, and all that their choice tells us about the characters is that they're expedient.
I feel this is a fairly negative interpretation of GNS.I think GNS often presents a false choice between gamism, simulationism and narrativism (I also think these are just models and there are plenty of other ways to cut up the gaming community that might be more fruitful).
What I am saying, however, is that RPGs are a vastly inferior source of fulfilling Gamist tendencies compared to numerous other venues, and as such, Gamism should, as it has since RPGs have evolved beyond their war gaming roots, play third-fiddle to Narrativism and Simulationism. Ron Edwards is all for having more "Gamist" RPGs. I happen to think they're the last place I would want to push Gamism.