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*Dungeons & Dragons
Mike Mearls and "Action Economy"
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<blockquote data-quote="Sunseeker" data-source="post: 7390378"><p>Maybe. I appreciate the clarification, but I think that's misguided considering the type of RPG that D&D is and pretty much always has been, not to forget the fact that it is born from a tactical miniatures game.</p><p></p><p>There are plenty of narrativist systems out there but I wouldn't count D&D among them not any edition.</p><p></p><p>So if that's their goal...they're a long way from home Toto.</p><p></p><p>Conceptually, even narrativist games have an "action economy" but to an extent, this is often more thought of as "good role-play ettiquitte" or "not god-moding". Understanding how much you can do in a turn, what the reach and what the limits of your available options are is necessary in order to make any sort of informed decision (and this is a truism of real life too). In purely narrativst play, the only thing stopping the game from being Calvinball is that we've all agreed to <em>not</em> play Calvinball. Beyond that the burden is on the player to keep their actions within the realm of their own capabilities. </p><p></p><p>I think what people miss is that an "action economy" exists in real life too. We just call it "opportunity cost". There are a limited number of hours in a day, days in a year, years in a life, with them we must make our best efforts to maximize them to "get the most out of life". We don't<em> have</em> to of course, just like we as players don't have to maximize our action usage in-game. But I think one of the problems with narrativist play (and one of the attractions of hard-rule systems like D&D to me at least) is that the rules mirror what we fundamentally understand as humans: we have a limited number of choices, a limited amount of time, and a limited ability to use those options within that time. </p><p></p><p>Beyond that, D&D's biggest stumbling block to being a narrativist game is the d20. You really can't tell a story (in a narrativist fashion) if you demand the story be beholden to a random number generator.</p></blockquote><p></p>
[QUOTE="Sunseeker, post: 7390378"] Maybe. I appreciate the clarification, but I think that's misguided considering the type of RPG that D&D is and pretty much always has been, not to forget the fact that it is born from a tactical miniatures game. There are plenty of narrativist systems out there but I wouldn't count D&D among them not any edition. So if that's their goal...they're a long way from home Toto. Conceptually, even narrativist games have an "action economy" but to an extent, this is often more thought of as "good role-play ettiquitte" or "not god-moding". Understanding how much you can do in a turn, what the reach and what the limits of your available options are is necessary in order to make any sort of informed decision (and this is a truism of real life too). In purely narrativst play, the only thing stopping the game from being Calvinball is that we've all agreed to [I]not[/I] play Calvinball. Beyond that the burden is on the player to keep their actions within the realm of their own capabilities. I think what people miss is that an "action economy" exists in real life too. We just call it "opportunity cost". There are a limited number of hours in a day, days in a year, years in a life, with them we must make our best efforts to maximize them to "get the most out of life". We don't[I] have[/I] to of course, just like we as players don't have to maximize our action usage in-game. But I think one of the problems with narrativist play (and one of the attractions of hard-rule systems like D&D to me at least) is that the rules mirror what we fundamentally understand as humans: we have a limited number of choices, a limited amount of time, and a limited ability to use those options within that time. Beyond that, D&D's biggest stumbling block to being a narrativist game is the d20. You really can't tell a story (in a narrativist fashion) if you demand the story be beholden to a random number generator. [/QUOTE]
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