Hussar
Legend
Something I've seen a number of times on the forums are complaints about how 4e is too "gamist". How this or that element is only being done for gamist reasons. Even the idea that gamist approaches are killing simulationism.
To this, I say, "Good."
Now, before you kill me with a simulated dead fish, hear me out.
The point of gamist mechanics is to create robust rules that work in as wide of variety of situation as possible. Gamist mechanics are situation agnostic - you should be able to apply gamist mechanics every time and they should give you a predictable result.
The opposite is not true of narrative or simulationist mechanics. Take, for example, the level limitations on demi-humans in 1e and 2e. This is an example of anarrative simulationist mechanic - the purpose of the level limitations was to create a world which was humanocentric, which is in keeping with the feel of the edition. There were two problems with this though:
1. If you wanted to create a world that wasn't humanocentric, you had to do lots of work. Stripping out the level limits pretty much meant that there was no reason to play a human at all. All other races were simply better. That's fine if you want to eliminate humans entirely, but not if you want to keep humans as an option.
2. If you only played at certain levels in the game, the limitations didn't really work. What happened in play was players simply chose races that had a high enough "ceiling" and the limitation didn't come into play.
/edit - I has been pointed out to me that this was a gamist element done to promote parity between the races. I disagree. This was done to make your game look like Greyhawk. As a mechanic to balance the races, it can only be seen as an utter failure.
3e went with a gamist approach. Instead of limiting demi-humans, they raised the bar for humans. Now, all races are theoretically on par powerwise. Granted, they didn't exactly do a stellar job with half orcs and half elves, but, the concept is still there. Now, it didn't matter which race you took, everyone started on a level playing field. If the DM wanted a world with a particular demographic makeup, he could simply rule that from fiat. The world that he creates will limit the races.
Take another example. Combat vs non-combat creatures. Combat creatures are based on what I think is a gamist approach. Non-combat creatures are not. Turning an encounter with a combat creature into a non-combat encounter is ridiculously easy - just don't fight. If the party comes up to an ogre and the ogre says, "Hey, youse guys! Me no fight! Me talk!", you've pretty much guaranteed a non-combat encounter.
OTOH, an encounter with say, a dryad is extremely difficult to turn into a combat encounter. A CR 3 creature doing d4 points of damage, that can cast Suggestion 1/day isn't a combat encounter, it's a speed bump. At 14 hp's, the fighter's first attack is going to kill it.
So, to make a dryad a combat encounter, we have to add all sorts of things to it - either templates or class levels. Both of which is fairly time consuming for the DM. And, that assumes a reasonably experienced DM who can suss out the fact that this creature is about as much threat as a wet tissue to a 3rd level party.
Now, the rules certainly fit thenarrative simulationist (?) concept of a dryad, but, in actual play, she doesn't work very well. If the encounter isn't combat, then we don't need combat stats, and, if the encounter is combat, it's not exactly nail biting.
From my point of view, I'd much, much prefer rules that work most of the time to rules that only work within a certain narrative framework. It makes D&D a much better toolset for me. If you limit your rules to only function within a particular framework, you wind up with games like VampiretM. Great game, but, the narrative of the game is locked tight with the mechanics. Changing the narrative spawns an entirely new game (a feature that White Woflf has exploited to great advantage) and makes homebrewing pretty difficult.
/edit - Again, my bad. I believe the proper term here is that VtM is simulationist - the rules are enforcing a particular setting.
OTOH, having gamist rules means that you can simply fit a narrative over the rules. Generally not a hugely difficult option. It took En Worlders about 2 pages of thread to come up with a very interesting background narrative for the level restriction on rings for example (thanks to Irda Ranger). Going the other direction is far and away more difficult.
/edit - My terminology is all screwed up. I'm going to try to fix it. If you disagree with my term, please ignore it and try to fight past the urge to correct me. I'm learning.
To this, I say, "Good."
Now, before you kill me with a simulated dead fish, hear me out.
The point of gamist mechanics is to create robust rules that work in as wide of variety of situation as possible. Gamist mechanics are situation agnostic - you should be able to apply gamist mechanics every time and they should give you a predictable result.
The opposite is not true of narrative or simulationist mechanics. Take, for example, the level limitations on demi-humans in 1e and 2e. This is an example of a
1. If you wanted to create a world that wasn't humanocentric, you had to do lots of work. Stripping out the level limits pretty much meant that there was no reason to play a human at all. All other races were simply better. That's fine if you want to eliminate humans entirely, but not if you want to keep humans as an option.
2. If you only played at certain levels in the game, the limitations didn't really work. What happened in play was players simply chose races that had a high enough "ceiling" and the limitation didn't come into play.
/edit - I has been pointed out to me that this was a gamist element done to promote parity between the races. I disagree. This was done to make your game look like Greyhawk. As a mechanic to balance the races, it can only be seen as an utter failure.
3e went with a gamist approach. Instead of limiting demi-humans, they raised the bar for humans. Now, all races are theoretically on par powerwise. Granted, they didn't exactly do a stellar job with half orcs and half elves, but, the concept is still there. Now, it didn't matter which race you took, everyone started on a level playing field. If the DM wanted a world with a particular demographic makeup, he could simply rule that from fiat. The world that he creates will limit the races.
Take another example. Combat vs non-combat creatures. Combat creatures are based on what I think is a gamist approach. Non-combat creatures are not. Turning an encounter with a combat creature into a non-combat encounter is ridiculously easy - just don't fight. If the party comes up to an ogre and the ogre says, "Hey, youse guys! Me no fight! Me talk!", you've pretty much guaranteed a non-combat encounter.
OTOH, an encounter with say, a dryad is extremely difficult to turn into a combat encounter. A CR 3 creature doing d4 points of damage, that can cast Suggestion 1/day isn't a combat encounter, it's a speed bump. At 14 hp's, the fighter's first attack is going to kill it.
So, to make a dryad a combat encounter, we have to add all sorts of things to it - either templates or class levels. Both of which is fairly time consuming for the DM. And, that assumes a reasonably experienced DM who can suss out the fact that this creature is about as much threat as a wet tissue to a 3rd level party.
Now, the rules certainly fit the
From my point of view, I'd much, much prefer rules that work most of the time to rules that only work within a certain narrative framework. It makes D&D a much better toolset for me. If you limit your rules to only function within a particular framework, you wind up with games like VampiretM. Great game, but, the narrative of the game is locked tight with the mechanics. Changing the narrative spawns an entirely new game (a feature that White Woflf has exploited to great advantage) and makes homebrewing pretty difficult.
/edit - Again, my bad. I believe the proper term here is that VtM is simulationist - the rules are enforcing a particular setting.
OTOH, having gamist rules means that you can simply fit a narrative over the rules. Generally not a hugely difficult option. It took En Worlders about 2 pages of thread to come up with a very interesting background narrative for the level restriction on rings for example (thanks to Irda Ranger). Going the other direction is far and away more difficult.
/edit - My terminology is all screwed up. I'm going to try to fix it. If you disagree with my term, please ignore it and try to fight past the urge to correct me. I'm learning.
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