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Of Mooks, Plot Armor, and ttRPGs
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<blockquote data-quote="Lanefan" data-source="post: 8966741" data-attributes="member: 29398"><p>Yeah, in my books that's usually bad-faith GMing even if-when done with the best of intentions.</p><p></p><p>So, tying gamism to in-character ceeative thinking?</p><p></p><p>To me, that's simulation (as role-play) all day long: the players think like their characters would and, using the resources and abilities those characters have available to them, come up with an unexpected solution to a problem posed by the setting. Digging or mining through a wall to bypass the door they otherwise can't open is an obvious one to me, though it's truly amazing how rarely it gets proposed as a solution when that issue arises and the party has a Dwarf or other means of getting through stone.</p><p></p><p>IMO this only becomes gamism (in a negative sense) if-when it drifts into metagaming and players using knowledge or information their characters wouldn't have; because at that point you've got players trying to beat the game rather than players roleplaying their way to a creative solution.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8966741, member: 29398"] Yeah, in my books that's usually bad-faith GMing even if-when done with the best of intentions. So, tying gamism to in-character ceeative thinking? To me, that's simulation (as role-play) all day long: the players think like their characters would and, using the resources and abilities those characters have available to them, come up with an unexpected solution to a problem posed by the setting. Digging or mining through a wall to bypass the door they otherwise can't open is an obvious one to me, though it's truly amazing how rarely it gets proposed as a solution when that issue arises and the party has a Dwarf or other means of getting through stone. IMO this only becomes gamism (in a negative sense) if-when it drifts into metagaming and players using knowledge or information their characters wouldn't have; because at that point you've got players trying to beat the game rather than players roleplaying their way to a creative solution. [/QUOTE]
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