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FKR: How Fewer Rules Can Make D&D Better
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<blockquote data-quote="EzekielRaiden" data-source="post: 9088581" data-attributes="member: 6790260"><p>When you play a "Story Now" game, you get story (by making it.) Your long-term reward, beyond merely having had a good experience, is the character you have played, which can then feed back into new adventure.</p><p></p><p>When you play a "trad" game, you get story (by witnessing it.) Ditto: you now "have" that story to reflect upon. You have the character, and something to compare with others in the case of canned adventures (e.g. swapping stories about playing Zeitgeist or Kingmaker.) So, you don't just have the lived-experience.</p><p></p><p>Likewise, in the gamist sphere, you have not just the lived <em>experience</em> of overcoming some challenge through wit, skill, etc., but the measure of what you achieved. Similar to the previous, you have that can-swap-stories ability, though this is much broader because any campaign can have a tarrasque and, with a bit of mechanical knowledge, anyone can relate to certain kinds of challenges without needing to know a character's whole life story first. (This, incidentally, is probably one small part of why "gamist" games had such a head start, that instant "ah, yes, I know what the challenge you went through was.")</p><p></p><p>So...what is the equivalent in simulationist terms? You have the lived experience, that's something all games give. But that lived experience is in the moment. It's not like the characters that can be fed back in to Trad or Story Now play, and it's not like the story-swapping of Trad and gamist play.</p><p></p><p>What does Tourism <em>get</em> you, in that sense? Because without that "you get <em>this</em>" element, it's going to really struggle to have a community, and I fear Tourism, however worthy it may be, will get relegated to second fiddle as a result.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9088581, member: 6790260"] When you play a "Story Now" game, you get story (by making it.) Your long-term reward, beyond merely having had a good experience, is the character you have played, which can then feed back into new adventure. When you play a "trad" game, you get story (by witnessing it.) Ditto: you now "have" that story to reflect upon. You have the character, and something to compare with others in the case of canned adventures (e.g. swapping stories about playing Zeitgeist or Kingmaker.) So, you don't just have the lived-experience. Likewise, in the gamist sphere, you have not just the lived [I]experience[/I] of overcoming some challenge through wit, skill, etc., but the measure of what you achieved. Similar to the previous, you have that can-swap-stories ability, though this is much broader because any campaign can have a tarrasque and, with a bit of mechanical knowledge, anyone can relate to certain kinds of challenges without needing to know a character's whole life story first. (This, incidentally, is probably one small part of why "gamist" games had such a head start, that instant "ah, yes, I know what the challenge you went through was.") So...what is the equivalent in simulationist terms? You have the lived experience, that's something all games give. But that lived experience is in the moment. It's not like the characters that can be fed back in to Trad or Story Now play, and it's not like the story-swapping of Trad and gamist play. What does Tourism [I]get[/I] you, in that sense? Because without that "you get [I]this[/I]" element, it's going to really struggle to have a community, and I fear Tourism, however worthy it may be, will get relegated to second fiddle as a result. [/QUOTE]
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