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How Do You Like Your Gamism?
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<blockquote data-quote="Pedantic" data-source="post: 9081630" data-attributes="member: 6690965"><p>Oh, I also found Edward's thesis that there is some special kind of Gamism related appeal that's unique to TTRPGs and not other games quite weak. I don't necessarily disagree that there is such a unique appeal, but I don't think he actually makes a case for it and doesn't do any real work toward explicating how and why such a thing might exist uniquely in the TTRPG space.</p><p></p><p>To be honest, I'm generally frustrated that TTRPGs are so willing to dilute gameplay in favor of their other concerns. I don't think a purely "Gamist" game should start with a classic TTRPG basis, rather it should begin with a study of board games and then trying to grasp how they might be expanded and enhanced by bringing in RPG elements. If you were striving for a strictly Gamist creation, it should first and foremost be a game, to which RPG elements would need to justify how they enhance (or at least don't harm) the core gameplay loop.</p><p></p><p>I find myself arguing for or defending things that get called Simulation priorities regularly, not so much because they are important in and of themselves, but instead because they often seem necessary to have a consistent, playable board state.</p></blockquote><p></p>
[QUOTE="Pedantic, post: 9081630, member: 6690965"] Oh, I also found Edward's thesis that there is some special kind of Gamism related appeal that's unique to TTRPGs and not other games quite weak. I don't necessarily disagree that there is such a unique appeal, but I don't think he actually makes a case for it and doesn't do any real work toward explicating how and why such a thing might exist uniquely in the TTRPG space. To be honest, I'm generally frustrated that TTRPGs are so willing to dilute gameplay in favor of their other concerns. I don't think a purely "Gamist" game should start with a classic TTRPG basis, rather it should begin with a study of board games and then trying to grasp how they might be expanded and enhanced by bringing in RPG elements. If you were striving for a strictly Gamist creation, it should first and foremost be a game, to which RPG elements would need to justify how they enhance (or at least don't harm) the core gameplay loop. I find myself arguing for or defending things that get called Simulation priorities regularly, not so much because they are important in and of themselves, but instead because they often seem necessary to have a consistent, playable board state. [/QUOTE]
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