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
GM fiat - an illustration
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="Pedantic" data-source="post: 9633727" data-attributes="member: 6690965"><p>I think a little more exploration of "gameful" is necessary here. Addressing the premise doesn't have a lot to do with the gameplay loop in question, and mutual understanding of how the game is to function is great, but doesn't actually have any bearing on the quality of the underlying game design. That the GM is in some way constrained about what they'll introduce next and how doesn't really do the player any good if they can't manipulate those declarations. "Gameful" isn't predicated on knowledge, so much as agency, and even then it's not enough to guarantee that the player's choices will matter. They have to matter in regards to getting what the player wants, thus that you can make moves that drag you toward victory.</p><p></p><p>There are two points in here that I just don't think we can accept as axioms. Firstly, it's wild to expect to be able to consistently "inflict your desires upon the gamestate at each and every moment of play." I'd argue that most games are about adapting a limited set of tools to pursue a long-term desire to the best of your ability, and are intersting largely because you cannot make the gamestate do what you want it to do without consistent manipulation of events towards a desired end. And then usually you're then dealing with either coping with new unknowns that complicate whatever you're try to achieve, or you're in active competition with someone else trying to achieve the same thing or something incompatible. The whole reason we pursue strategies and not just "declare what I want to have happen again" is because the gameplay is interesting when it's not obvious.</p><p></p><p>Secondly, "not being able to index how premise injects play with meaning, momentum, and purpose at each and every moment of play" is such a nar specific priority; I can imagine someone being bored that it's not happening if that's what they came to the table for, but I don't think that has anything to do with the gameability of what's going on. That's just the usual disagreement over the properly planned heist. I think it's fine if the gameplay was in the planning in that scenario, and the player just gets what they wanted if the proposal was ultimately strategically sound.</p><p></p><p>I think this is sidestepping the point. The transparency of the meta is absolutely a nice to have thing, but I'm not persuaded it leads to an interesting evaluation of play. The criteria to see if a player's strategy worked and got what they wanted, the interesting "here to there" part of play can be perfectly clear, but if the player doesn't have a strong impact on the case they made to get there (and wasn't presenting with many interesting decisions to prioritize along the way), then it doesn't matter.</p><p></p><p>Transparency is well and good, and absolutely can help with making the gameplay more engaging, but it isn't sufficient by itself. If you can buy better gameplay with secrets, then you should.</p></blockquote><p></p>
[QUOTE="Pedantic, post: 9633727, member: 6690965"] I think a little more exploration of "gameful" is necessary here. Addressing the premise doesn't have a lot to do with the gameplay loop in question, and mutual understanding of how the game is to function is great, but doesn't actually have any bearing on the quality of the underlying game design. That the GM is in some way constrained about what they'll introduce next and how doesn't really do the player any good if they can't manipulate those declarations. "Gameful" isn't predicated on knowledge, so much as agency, and even then it's not enough to guarantee that the player's choices will matter. They have to matter in regards to getting what the player wants, thus that you can make moves that drag you toward victory. There are two points in here that I just don't think we can accept as axioms. Firstly, it's wild to expect to be able to consistently "inflict your desires upon the gamestate at each and every moment of play." I'd argue that most games are about adapting a limited set of tools to pursue a long-term desire to the best of your ability, and are intersting largely because you cannot make the gamestate do what you want it to do without consistent manipulation of events towards a desired end. And then usually you're then dealing with either coping with new unknowns that complicate whatever you're try to achieve, or you're in active competition with someone else trying to achieve the same thing or something incompatible. The whole reason we pursue strategies and not just "declare what I want to have happen again" is because the gameplay is interesting when it's not obvious. Secondly, "not being able to index how premise injects play with meaning, momentum, and purpose at each and every moment of play" is such a nar specific priority; I can imagine someone being bored that it's not happening if that's what they came to the table for, but I don't think that has anything to do with the gameability of what's going on. That's just the usual disagreement over the properly planned heist. I think it's fine if the gameplay was in the planning in that scenario, and the player just gets what they wanted if the proposal was ultimately strategically sound. I think this is sidestepping the point. The transparency of the meta is absolutely a nice to have thing, but I'm not persuaded it leads to an interesting evaluation of play. The criteria to see if a player's strategy worked and got what they wanted, the interesting "here to there" part of play can be perfectly clear, but if the player doesn't have a strong impact on the case they made to get there (and wasn't presenting with many interesting decisions to prioritize along the way), then it doesn't matter. Transparency is well and good, and absolutely can help with making the gameplay more engaging, but it isn't sufficient by itself. If you can buy better gameplay with secrets, then you should. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
GM fiat - an illustration
Top