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On Skilled Play: D&D as a Game
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<blockquote data-quote="pemerton" data-source="post: 8290903" data-attributes="member: 42582"><p>Bracketing for the moment the degree and nature of skill involved in playing Dungeon World, this sets out the reasons why I think it's helpful to have a label for Gygaxian skilled play. For better or worse that sort of play is a real thing in RPGing, which continues to cast a significant shadow over the hobby due to its place in the history of RPGing. And so we need to be able to talk about it, if only to draw the contrast between it and the sort of RPGing we prefer.</p><p></p><p>To an extent I feel the force of what [USER=82106]@AbdulAlhazred[/USER] has said about this: even if the players "get it wrong", they won't lose the game.</p><p></p><p>In some ways, therefore, I see it as a bit like daily resource management in 4e. Or making a check in Burning Wheel. If you get it wrong you mightn't get the fiction that you wanted, but you don't lose the game. Which I think is a clear contrast with - say - White Plume Mountain.</p><p></p><p>A lot of this is part of much RPGing - eg Burning Wheel cares about this stuff; so does Rolemaster (though less coherently).</p><p></p><p>I think the key question is the one you brought up, I think in a later post: how does it bear upon winning or losing?</p><p></p><p>My PC in BW isn't a total dolt, but I don't play him as I would have to play my character to win at ToH. Because I'm relying on the principles and procedures of play to carry me through. I have more BW than DW experience, but I would expect DW to be closer to BW than to Gygaxian skilled play in this respect.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8290903, member: 42582"] Bracketing for the moment the degree and nature of skill involved in playing Dungeon World, this sets out the reasons why I think it's helpful to have a label for Gygaxian skilled play. For better or worse that sort of play is a real thing in RPGing, which continues to cast a significant shadow over the hobby due to its place in the history of RPGing. And so we need to be able to talk about it, if only to draw the contrast between it and the sort of RPGing we prefer. To an extent I feel the force of what [USER=82106]@AbdulAlhazred[/USER] has said about this: even if the players "get it wrong", they won't lose the game. In some ways, therefore, I see it as a bit like daily resource management in 4e. Or making a check in Burning Wheel. If you get it wrong you mightn't get the fiction that you wanted, but you don't lose the game. Which I think is a clear contrast with - say - White Plume Mountain. A lot of this is part of much RPGing - eg Burning Wheel cares about this stuff; so does Rolemaster (though less coherently). I think the key question is the one you brought up, I think in a later post: how does it bear upon winning or losing? My PC in BW isn't a total dolt, but I don't play him as I would have to play my character to win at ToH. Because I'm relying on the principles and procedures of play to carry me through. I have more BW than DW experience, but I would expect DW to be closer to BW than to Gygaxian skilled play in this respect. [/QUOTE]
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