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<blockquote data-quote="pemerton" data-source="post: 4453679" data-attributes="member: 42582"><p>Have you read <a href="http://www.indie-rpgs.com/articles/20/" target="_blank">Ron Edward's essay on Dungeons and Dragons</a>? It makes for an interesting read. He argues that there was recognisably narrativist play in D&D from the beginning, and obviously also gamist play, but that both mainstream D&D play, and also system design, gradually drifted in a recognisably simulationist direction.</p><p></p><p>However, I think most people who accept and deploy the GNS framework would argue that AD&D and 3rd ed D&D were, as published rulesets, "abashed" - that is, unable to deliver a coherent play experience unless drifted in one or another direction (either gamist or simulationist) in the course of play.</p><p></p><p>As a simulationist game, 3E involves a trade-off between "purist for system" (eg skill points, monster design rules, grapplilng mechanics etc - the mechanics are ingame causation) and "high concept" (eg levels, hit points, etc which deliver a cinematic experience via the mechanics without the need for metagame intervention/narration of the sort that 4e requires). I think the tension between these two design goals probably helps explain many of the love/hate feelilngs people have towards 3E.</p><p></p><p></p><p>Leaving aside the fact that D&D was never an obviously simulationist game until AD&D, there was also Tunnels & Trolls, a self-consciously gamist game.</p><p></p><p>Champions was played in a narrativist and a gamist fashion as well as in a simulationist fashion. Call of Cthulhu is simulationist, but not by way of verisimilitude ("purist for system"). It's goal is to deliver, via the mechanics without the need for metagaming, a certain genre experience.</p></blockquote><p></p>
[QUOTE="pemerton, post: 4453679, member: 42582"] Have you read [url=http://www.indie-rpgs.com/articles/20/]Ron Edward's essay on Dungeons and Dragons[/url]? It makes for an interesting read. He argues that there was recognisably narrativist play in D&D from the beginning, and obviously also gamist play, but that both mainstream D&D play, and also system design, gradually drifted in a recognisably simulationist direction. However, I think most people who accept and deploy the GNS framework would argue that AD&D and 3rd ed D&D were, as published rulesets, "abashed" - that is, unable to deliver a coherent play experience unless drifted in one or another direction (either gamist or simulationist) in the course of play. As a simulationist game, 3E involves a trade-off between "purist for system" (eg skill points, monster design rules, grapplilng mechanics etc - the mechanics are ingame causation) and "high concept" (eg levels, hit points, etc which deliver a cinematic experience via the mechanics without the need for metagame intervention/narration of the sort that 4e requires). I think the tension between these two design goals probably helps explain many of the love/hate feelilngs people have towards 3E. Leaving aside the fact that D&D was never an obviously simulationist game until AD&D, there was also Tunnels & Trolls, a self-consciously gamist game. Champions was played in a narrativist and a gamist fashion as well as in a simulationist fashion. Call of Cthulhu is simulationist, but not by way of verisimilitude ("purist for system"). It's goal is to deliver, via the mechanics without the need for metagaming, a certain genre experience. [/QUOTE]
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