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<blockquote data-quote="Bacon Bits" data-source="post: 9081834" data-attributes="member: 6777737"><p>What always confused me was that the "simulationist" parts felt like, "the mechanics that support the roleplaying narrative or theme or setting," while the "gamist" parts felt like "the dice rolling that would be unreasonably difficult to fairly turn into narrative."</p><p></p><p>I guess I don't like categorizing things that way.</p><p></p><p>The more I think about TTRPGs, the more I think of them in terms of all the different modes of play. Not just the roleplaying, tactical combat, or hybrid modes of play at the game table. Honestly, I think the game session at the table is vastly overrated for what even constitutes gameplay.</p><p></p><p>The character building subgame is a part of the game. Some people just sit and build characters for some games. And that's playing the TTRPG. And the worldbuilding subgame. Some people fabricate worlds and never run a campaign in them. That's still playing a TTRPG. And the monster/adversary creating subgame. And the magic item subgame. And the class designing subgame. And the combat rules making subgame. That means that everyone is on the player spectrum, from the core game developers, the artists making pictures for the books, the DMs building worlds, the players playing at the table, or even the players sitting at home and making up characters.</p><p></p><p>The whole thing really bridges the lines between game, art, craft, and storytelling. It all fabricating to a framework that the other players (if there are any) validate and agree upon and build on top of. That's really what TTRPGs are. Creation, expression, collaboration, and agreement. And then starting over again and creating more. And there is no part of creative endeavor that <em>isn't</em> allowed in. It just has to be agreed upon.</p><p></p><p>TTRPGs are then a collection of minigames designed to create an experience that everyone agrees is the goal. The actual game is about sequencing and selecting the mode of play just as much as it is about executing the mode of play appropriately for... whatever it is you want to create. And fabricating the bridges between those modes of play sometimes on-the-fly.</p><p></p><p>It's like making chili. No matter how vehemently some people insist there can't be any beans in there... they keep showing up at a lot of tables without any complaints.</p></blockquote><p></p>
[QUOTE="Bacon Bits, post: 9081834, member: 6777737"] What always confused me was that the "simulationist" parts felt like, "the mechanics that support the roleplaying narrative or theme or setting," while the "gamist" parts felt like "the dice rolling that would be unreasonably difficult to fairly turn into narrative." I guess I don't like categorizing things that way. The more I think about TTRPGs, the more I think of them in terms of all the different modes of play. Not just the roleplaying, tactical combat, or hybrid modes of play at the game table. Honestly, I think the game session at the table is vastly overrated for what even constitutes gameplay. The character building subgame is a part of the game. Some people just sit and build characters for some games. And that's playing the TTRPG. And the worldbuilding subgame. Some people fabricate worlds and never run a campaign in them. That's still playing a TTRPG. And the monster/adversary creating subgame. And the magic item subgame. And the class designing subgame. And the combat rules making subgame. That means that everyone is on the player spectrum, from the core game developers, the artists making pictures for the books, the DMs building worlds, the players playing at the table, or even the players sitting at home and making up characters. The whole thing really bridges the lines between game, art, craft, and storytelling. It all fabricating to a framework that the other players (if there are any) validate and agree upon and build on top of. That's really what TTRPGs are. Creation, expression, collaboration, and agreement. And then starting over again and creating more. And there is no part of creative endeavor that [I]isn't[/I] allowed in. It just has to be agreed upon. TTRPGs are then a collection of minigames designed to create an experience that everyone agrees is the goal. The actual game is about sequencing and selecting the mode of play just as much as it is about executing the mode of play appropriately for... whatever it is you want to create. And fabricating the bridges between those modes of play sometimes on-the-fly. It's like making chili. No matter how vehemently some people insist there can't be any beans in there... they keep showing up at a lot of tables without any complaints. [/QUOTE]
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