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<blockquote data-quote="Doug McCrae" data-source="post: 8083651" data-attributes="member: 21169"><p>This is true of some forms of gamist play but not all. By gamist play I mean play that is focused on challenging the players. A good way to do this is to give lots of opportunities to make decisions. Some decisions will lead to success and some will lead to failure.</p><p></p><p>A gamist GM could adjust every combat so that it's a close fight - one the players can win, if they make the right decisions, or lose if they make the wrong decisions. This would work best with a complex tactical combat system, like HERO or 3e-5e D&D, that has a lot of meaningful decision-making within combat. Under this GM a 10th level party would never meet kobolds, unless they were souped-up in some way (such as being given a lot of class levels in 3e).</p><p></p><p>A different kind of gamist GM might focus on decisions made out of combat - mission preparation, spell selection, scouting, and deciding when to fight, negotiate, or flee. This type of gamist play should use static encounters, to make the players' choices about which encounters to accept and which to avoid meaningful.</p><p></p><p>The second type of gamism is often considered to be Gygaxian though in fact it's not how Gary Gygax actually ran games, and one can find advice that goes against it in early D&D texts. "Number of creatures encountered should be appropriate to the strength of the encountering party." (1e DMG pg 179).</p></blockquote><p></p>
[QUOTE="Doug McCrae, post: 8083651, member: 21169"] This is true of some forms of gamist play but not all. By gamist play I mean play that is focused on challenging the players. A good way to do this is to give lots of opportunities to make decisions. Some decisions will lead to success and some will lead to failure. A gamist GM could adjust every combat so that it's a close fight - one the players can win, if they make the right decisions, or lose if they make the wrong decisions. This would work best with a complex tactical combat system, like HERO or 3e-5e D&D, that has a lot of meaningful decision-making within combat. Under this GM a 10th level party would never meet kobolds, unless they were souped-up in some way (such as being given a lot of class levels in 3e). A different kind of gamist GM might focus on decisions made out of combat - mission preparation, spell selection, scouting, and deciding when to fight, negotiate, or flee. This type of gamist play should use static encounters, to make the players' choices about which encounters to accept and which to avoid meaningful. The second type of gamism is often considered to be Gygaxian though in fact it's not how Gary Gygax actually ran games, and one can find advice that goes against it in early D&D texts. "Number of creatures encountered should be appropriate to the strength of the encountering party." (1e DMG pg 179). [/QUOTE]
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