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D&D isn't a simulation game, so what is???
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<blockquote data-quote="clearstream" data-source="post: 8614802" data-attributes="member: 71699"><p>This is way off the mark. To be gamist doesn't amount to an automatic rejection of consequential fictional positioning. Rather it means that if the law of the land is that fictional positioning is going to be consequential, then the gamist manages their relationship with fictional position optimally. (Where optimal is that which is most aligned with their chosen goals.) A gamist wants to know everything about the trap, because they're going to use that to beat the trap.</p><p></p><p>The biggest difference you'll find is that a gamist is likely to expect to be able to use each tool you've given them sincerely. So if on their character sheet you've given them a tool that says - press button to remove trap - then they press button. If on the other hand, you've said - describe to live - then they describe.</p><p></p><p>[EDIT A gamist design is one in which concerns like challenge and balance are prioritised, because a gamist values multiple viable options to employ against meaningful challenges.]</p><p></p><p></p><p>Again, this seems off the mark to me. Robin Laws has one take on narrative approaches, which amounts to - satisfy the needs of narrative over those of simulation. The trap ought to have a narrative purpose and solving it ought to drive the narrative forward. A player will in many narrativist-influenced systems have resources - plot points of some kind - that puts the decision of whether this trap is overcome in their hands.</p><p></p><p>[EDIT A narrativist design will put at issue not whether or not the trap is overcome, but at what cost. Because the game isn't concerned to simulate a trap.]</p><p></p><p></p><p>The player still has to declare what they are doing, in 5e. That's per the game text. That aside, here you seem to be talking about a fiction-first or skilled-play approach (possibly) but not a simulationist approach.</p><p></p><p>[EDIT What counts as a simulationist design is what we're debating. I think that a simulationist design wants the trap to seem in play alike to a real-world reference point for traps. We have a vein of discussion that is prioritising mandated narration. I'm not sure yet if that is right.]</p></blockquote><p></p>
[QUOTE="clearstream, post: 8614802, member: 71699"] This is way off the mark. To be gamist doesn't amount to an automatic rejection of consequential fictional positioning. Rather it means that if the law of the land is that fictional positioning is going to be consequential, then the gamist manages their relationship with fictional position optimally. (Where optimal is that which is most aligned with their chosen goals.) A gamist wants to know everything about the trap, because they're going to use that to beat the trap. The biggest difference you'll find is that a gamist is likely to expect to be able to use each tool you've given them sincerely. So if on their character sheet you've given them a tool that says - press button to remove trap - then they press button. If on the other hand, you've said - describe to live - then they describe. [EDIT A gamist design is one in which concerns like challenge and balance are prioritised, because a gamist values multiple viable options to employ against meaningful challenges.] Again, this seems off the mark to me. Robin Laws has one take on narrative approaches, which amounts to - satisfy the needs of narrative over those of simulation. The trap ought to have a narrative purpose and solving it ought to drive the narrative forward. A player will in many narrativist-influenced systems have resources - plot points of some kind - that puts the decision of whether this trap is overcome in their hands. [EDIT A narrativist design will put at issue not whether or not the trap is overcome, but at what cost. Because the game isn't concerned to simulate a trap.] The player still has to declare what they are doing, in 5e. That's per the game text. That aside, here you seem to be talking about a fiction-first or skilled-play approach (possibly) but not a simulationist approach. [EDIT What counts as a simulationist design is what we're debating. I think that a simulationist design wants the trap to seem in play alike to a real-world reference point for traps. We have a vein of discussion that is prioritising mandated narration. I'm not sure yet if that is right.] [/QUOTE]
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