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General Tabletop Discussion
*Pathfinder & Starfinder
Dungeon-Urban-Wilderness as GDS
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<blockquote data-quote="takasi" data-source="post: 4036927" data-attributes="member: 20194"><p>As D&D is being redesigned, I've given more thought about RPG design in general. </p><p></p><p>Simulationism = Wilderness Adventure. DMs have to come up with a lot of objective setting details here on the fly, as players have a much larger area they can freely explore. Terrain and groups. Parties can come and go as they please, exploring the land in whichever direction they see fit. </p><p> </p><p>Dramatism = Urban Adventure. Cities have a lot of NPCs, and it's difficult to organically generate a lot of NPC backgrounds and plots without some theme or drama to pull that together. The soil is fertile for political intrigue and plot twists.</p><p> </p><p>Gamism = Dungeon Adventure. Designed to keep a certain segment of the population out, as long as they're not better than the guy who's running things in the dungeon. Kick in the door and loot, check each room carefully and have your wits about you if you want to survive. Perfect for a tournament at a convention or a one shot to see who can survive the Temple of Pain. Compared to the other two environments, there are fewer decisions for players here beyond tactical maneuvers.</p><p> </p><p>Now I'm not saying that you can't naturally simulate a dungeon or roleplay in the forest or have a crawl in the streets. I just think each of these atmospheres favor one style of gaming over another. It's a simplified way of looking at things, I know, but I thought it was interesting.</p><p></p><p>In the playtests so far, which types of games are being described?</p></blockquote><p></p>
[QUOTE="takasi, post: 4036927, member: 20194"] As D&D is being redesigned, I've given more thought about RPG design in general. Simulationism = Wilderness Adventure. DMs have to come up with a lot of objective setting details here on the fly, as players have a much larger area they can freely explore. Terrain and groups. Parties can come and go as they please, exploring the land in whichever direction they see fit. Dramatism = Urban Adventure. Cities have a lot of NPCs, and it's difficult to organically generate a lot of NPC backgrounds and plots without some theme or drama to pull that together. The soil is fertile for political intrigue and plot twists. Gamism = Dungeon Adventure. Designed to keep a certain segment of the population out, as long as they're not better than the guy who's running things in the dungeon. Kick in the door and loot, check each room carefully and have your wits about you if you want to survive. Perfect for a tournament at a convention or a one shot to see who can survive the Temple of Pain. Compared to the other two environments, there are fewer decisions for players here beyond tactical maneuvers. Now I'm not saying that you can't naturally simulate a dungeon or roleplay in the forest or have a crawl in the streets. I just think each of these atmospheres favor one style of gaming over another. It's a simplified way of looking at things, I know, but I thought it was interesting. In the playtests so far, which types of games are being described? [/QUOTE]
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Dungeon-Urban-Wilderness as GDS
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