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GNS Theorists wanted: Making my 13thAge and Sentinel Comics games better
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<blockquote data-quote="Blue" data-source="post: 8660722" data-attributes="member: 20564"><p>I'm really not sure where you are getting these ideas because that's not what I have been posting. Just like "gamist means rules", narrative doesn't mean not liking combat, and simulation is a heck of a lot wider than D&D, especially since D&D has some strong gamist and narrative aspects as well.</p><p></p><p>Masks RPG, which I used as an example of narrative combat, has plenty of combat. The idea that "narrativist means I don't like combat much" is both false, and not based in anything being said. The game is not interested in simulating superhero physics, it's combat is focusing on other aspects of it.</p><p></p><p>Look, if I play chess there's very little narrative, mostly in the names of pieces, and there's even less simulation - why can the queen move so far but trained warriors can not? That "combat" would be considered very gamist.</p><p></p><p>D&D has a "heroic fantasy" simulation combat, with some gamist underpinnings. A character can get hit perfectly with an great axe swung by a giant and still fight unimpeded, or be in the middle of a huge explosion - it is simulating that heroic fantasy genre (vs. a different game that might be simulating a dark and gritty no magic fantasy or a modern day spy, or a cyberpunk or space opera). But we have things like HPs which are an abstraction, no real wound system, and other aspects to make it flow well that are gamist.</p></blockquote><p></p>
[QUOTE="Blue, post: 8660722, member: 20564"] I'm really not sure where you are getting these ideas because that's not what I have been posting. Just like "gamist means rules", narrative doesn't mean not liking combat, and simulation is a heck of a lot wider than D&D, especially since D&D has some strong gamist and narrative aspects as well. Masks RPG, which I used as an example of narrative combat, has plenty of combat. The idea that "narrativist means I don't like combat much" is both false, and not based in anything being said. The game is not interested in simulating superhero physics, it's combat is focusing on other aspects of it. Look, if I play chess there's very little narrative, mostly in the names of pieces, and there's even less simulation - why can the queen move so far but trained warriors can not? That "combat" would be considered very gamist. D&D has a "heroic fantasy" simulation combat, with some gamist underpinnings. A character can get hit perfectly with an great axe swung by a giant and still fight unimpeded, or be in the middle of a huge explosion - it is simulating that heroic fantasy genre (vs. a different game that might be simulating a dark and gritty no magic fantasy or a modern day spy, or a cyberpunk or space opera). But we have things like HPs which are an abstraction, no real wound system, and other aspects to make it flow well that are gamist. [/QUOTE]
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