I honestly believe that much of the schism created in the D&D community., and broader gaming community generally, over the last decade or so, largely stems from this theory (along with 'system matters') and the arrogance of it's proponents.
I'll take that as a compliment.nnms said:This may be a mean thing to say, but I don't think the majority of Enworld posters can meaningfully discuss this model of RPG theory after reading a single wikipedia entry. Or taking a poll.
I agree, it isn't a good game design tool in my opinion. Also, lots of people feel using it as a guide is why 4e didn't do so well.
I put down gamist. But I did so with a reservation.
I'm only gamist if you're going to make me spend time playing a game.
I can play Og: Unearthed with a purely narrativist style (jokes are valid narrative if they're funny!). But this is because combat in Og takes like... 10 seconds?
If I'm going to spend an hour in combat, that combat had better be gamist. Since I feel safe in assuming that any edition of D&D is going to have a lot of emphasis on fighting monsters, and on fighting monsters in various ways depending on your character class, and spending a lot of time fighting monsters when you do it... I need fighting monsters to be gamist. Otherwise its just mind numbing. Because you can't fit all that much narrative into ten 6 second intervals played out across two hours.
OK, I keep seeing this theory discussed, and I don't see why everyone gets so worked up pro- or anti- it. Why does it bother you?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.