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<blockquote data-quote="buzz" data-source="post: 3990086" data-attributes="member: 6777"><p>Keep in mind that Forge-GNS are each player agendas that you observe over time. Saying an RPG is GNS-Gamist is a bit of a bastardization of the terminology, since the terminology applies to people and not the RPGs themselves. But, obviously, we talk about what agendas different RPGs support best, and the Forge school of design does generally aim to have G, N, or S in mind and then design to support that. Hence the "razor-focus" of a lot of indie games.</p><p></p><p>That said, I admit that I have bought into the indie perspective, so when I look at D&D, I see a game that supports GNS-Gamism more than anything else. Ergo, I usually don't look to drift D&D from that perspective. I also notice that most of the people in my group are happiest when we stick to that route while playing D&D.</p><p></p><p>So, I am no way saying that you <em>can't</em> pursue one of the other GNS agendas while playing D&D; people have been doing so for decades. I just don't really enjoy doing it any more, because I usually end up having more fun playing a game that embraces GNS-S or -N out of the gate. I also get frustrated investing the effort into D&D's inherent tactics-crunchiness, and then spend a session not rolling any dice all night, or doing things that have no bearing on the numbers on my character sheet.</p><p></p><p></p><p>The 3.5 DMG is actually pretty explicit about sticking to the rules-as-written. Despite the passage on p.18 that talks about fudging, p.14 advises the DM to be very cautious about changing any rules, and definitely to avoid doing so mid-game.</p><p></p><p>I think the design and development staff, admittedly out of necessity, assume that DMs will be following the RAW when they create adventure and supplement products.</p><p></p><p></p><p>The DMG doesn't actually dictate this. The random town generators, e.g., are labeled as optional. I also don't think these parts of D&D are the primary focus of the discussion here.</p><p></p><p></p><p>Well, in Forge thinking, that early world-building advice in the 1e DMG is full-on GNS-Sim, not G. If anything, it's the prototype for GNS-Sim design in RPGs.</p></blockquote><p></p>
[QUOTE="buzz, post: 3990086, member: 6777"] Keep in mind that Forge-GNS are each player agendas that you observe over time. Saying an RPG is GNS-Gamist is a bit of a bastardization of the terminology, since the terminology applies to people and not the RPGs themselves. But, obviously, we talk about what agendas different RPGs support best, and the Forge school of design does generally aim to have G, N, or S in mind and then design to support that. Hence the "razor-focus" of a lot of indie games. That said, I admit that I have bought into the indie perspective, so when I look at D&D, I see a game that supports GNS-Gamism more than anything else. Ergo, I usually don't look to drift D&D from that perspective. I also notice that most of the people in my group are happiest when we stick to that route while playing D&D. So, I am no way saying that you [i]can't[/i] pursue one of the other GNS agendas while playing D&D; people have been doing so for decades. I just don't really enjoy doing it any more, because I usually end up having more fun playing a game that embraces GNS-S or -N out of the gate. I also get frustrated investing the effort into D&D's inherent tactics-crunchiness, and then spend a session not rolling any dice all night, or doing things that have no bearing on the numbers on my character sheet. The 3.5 DMG is actually pretty explicit about sticking to the rules-as-written. Despite the passage on p.18 that talks about fudging, p.14 advises the DM to be very cautious about changing any rules, and definitely to avoid doing so mid-game. I think the design and development staff, admittedly out of necessity, assume that DMs will be following the RAW when they create adventure and supplement products. The DMG doesn't actually dictate this. The random town generators, e.g., are labeled as optional. I also don't think these parts of D&D are the primary focus of the discussion here. Well, in Forge thinking, that early world-building advice in the 1e DMG is full-on GNS-Sim, not G. If anything, it's the prototype for GNS-Sim design in RPGs. [/QUOTE]
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