Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
"Gamism," The Forge, and the Elephant in the Room
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="pemerton" data-source="post: 5782050" data-attributes="member: 42582"><p>Interesting.</p><p></p><p>What sort of mechanics does the game use to stop this becoming a default "win" strategy (like the notorious spiked chain wielder in 3E)? I don't think D&D has ever been very good at handling this - unless you count the 4e encounter power approach as a "solution", but I would see it more as "dispensing with the issue in favour of a completely different approach".</p><p></p><p>BW has a very interesting mechanic for regulating the use of Brawling to get advantages in combat, plus other similar "augment" strategies: namely, in order to advance their abilities, PCs must use them in challenges with a range of difficulties (incuding some of very hard or overwhelming difficulty), and so players have a metagame incentive not always to bring all their resources to bear.</p><p></p><p>But while I think this is clever, it also effectively squashes gamist play when the crunch actually hits, because there's all these bigger picture concerns taking over.</p><p></p><p>EDIT:</p><p></p><p>A different thread - one of the current Vancian magic threads, either in this sub-forum or in "new horizons" - led me to reread Edwards' <a href="http://www.indie-rpgs.com/articles/9" target="_blank">Fantasy Hearbreakers</a> essay. One thing he said there seems relevant to this therad:</p><p></p><p style="margin-left: 20px">[E]ach of these games is alike regarding the act of role-playing itself. The point of play is being an adventurer who grows very powerful and might die at any time, and all context and judgment and outcomes are the exclusive province of this guy called the GM (or whatever), case closed. They precisely parallel what AD&D role-playing evolved into during the early 1980s. Each of these games is clearly written by a GM who would very much like all the players simply to shut up and play their characters without interfering with "what's really happening." They are Social Contract time bombs.</p><p></p><p>A good gamist RPG has to avoid the "time bomb" thing. That is, it has to allow the Step on Up - and, perhaps, the competition as well - to emerge, and resolve itself, without engendering any more hard feelings than would result from playing a friendly hand of cards (to pick another social, low key competitive passtime).</p><p></p><p>This involves a lot of moving parts - for example, fitting the game to the fiction in a way that works for everyone at the table without requiring the GM to get involved in a way that might suggest playing favourites. And handling the issue of "lose conditions" - what is the analogue, for a player whose PC dies, or fails to rescue the prisoner, or whatever, of dealing another hand? I think that, historically, D&D has handled some of these issues better than others, and has also handled them differently across editions.</p><p></p><p></p><p>I would say, at least in part, because they haven't solved the design problems to which gamist play, and especially competitive gamist play, gives rise.</p></blockquote><p></p>
[QUOTE="pemerton, post: 5782050, member: 42582"] Interesting. What sort of mechanics does the game use to stop this becoming a default "win" strategy (like the notorious spiked chain wielder in 3E)? I don't think D&D has ever been very good at handling this - unless you count the 4e encounter power approach as a "solution", but I would see it more as "dispensing with the issue in favour of a completely different approach". BW has a very interesting mechanic for regulating the use of Brawling to get advantages in combat, plus other similar "augment" strategies: namely, in order to advance their abilities, PCs must use them in challenges with a range of difficulties (incuding some of very hard or overwhelming difficulty), and so players have a metagame incentive not always to bring all their resources to bear. But while I think this is clever, it also effectively squashes gamist play when the crunch actually hits, because there's all these bigger picture concerns taking over. EDIT: A different thread - one of the current Vancian magic threads, either in this sub-forum or in "new horizons" - led me to reread Edwards' [url=http://www.indie-rpgs.com/articles/9]Fantasy Hearbreakers[/url] essay. One thing he said there seems relevant to this therad: [indent][E]ach of these games is alike regarding the act of role-playing itself. The point of play is being an adventurer who grows very powerful and might die at any time, and all context and judgment and outcomes are the exclusive province of this guy called the GM (or whatever), case closed. They precisely parallel what AD&D role-playing evolved into during the early 1980s. Each of these games is clearly written by a GM who would very much like all the players simply to shut up and play their characters without interfering with "what's really happening." They are Social Contract time bombs.[/indent] A good gamist RPG has to avoid the "time bomb" thing. That is, it has to allow the Step on Up - and, perhaps, the competition as well - to emerge, and resolve itself, without engendering any more hard feelings than would result from playing a friendly hand of cards (to pick another social, low key competitive passtime). This involves a lot of moving parts - for example, fitting the game to the fiction in a way that works for everyone at the table without requiring the GM to get involved in a way that might suggest playing favourites. And handling the issue of "lose conditions" - what is the analogue, for a player whose PC dies, or fails to rescue the prisoner, or whatever, of dealing another hand? I think that, historically, D&D has handled some of these issues better than others, and has also handled them differently across editions. I would say, at least in part, because they haven't solved the design problems to which gamist play, and especially competitive gamist play, gives rise. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
"Gamism," The Forge, and the Elephant in the Room
Top