Ovinomancer
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A typo.What's a ROG?
A typo.What's a ROG?
As per some of my recent posts, I think that it is quite helpful to separate techniques from goals/creative priorities/creative agendas.This question comes out of the thread discussing whether D&D is simulationist. The question relates to an envisioned categorisation of games into gamist, explorative or simulationist, and dramatic or narrative. There is some disagreement over the qualities or meaning of these categories, but I think one can say they are defined by some combination of goals (or decisions or desires) and techniques (or mechanics) depending on how welded one feels the latter are to the former
On this point, Edwards has the following to say:I think many would argue for challenge or competitivenss, but that seems to me an unsophisticated idea about what gamism necessarily amounts to. Gamers who identify themselves as such may enjoy more cooperative play, for example. Not all require GM as adversary.
Well, I don't know about "we", but when I say that D&D is "gamist" I mean what Edwards means: that much D&D play has a step-on-up aspect to it, and that the game has mechanical components (eg a la carte PC building with many interacting elements; resource management requirements) that allow that step-on-up aspect to be pursued by the game participants. It also brings cultural/"meta" expectations that the players will have their PCs confront and try and overcome the problems the GM puts in front of them.if we say that D&D is gamist, what does that mean? And perhaps more importantly, in what ways is gamism appealing or valuable?
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Again, do we say D&D is gamist? What does that mean? And what are its appealing benefits?
I was just trying to explain my perspective on the subject. But just assume that I can't possibly comprehend different concepts instead of just accepting that I don't find things like GNS theory useful. If you do, have fun.I didn't claim D&D is not simulationist "at all". I said that 4e D&D has barely a nod to simulationism (in its positioning rules).
And when we're talking about RPGs, we're talking about games that of necessity involve a shared fiction. That's one of the few things they all have in common. So using that as a criteria for marking distinctions between them seems unhelpful.
Do you have experience playing RPGs that are not D&D or D&D-derived? If the answer is "no", then I'm not sure why you're so invested in labelling D&D using a term - simulationism - which has no purpose other than for comparing RPGs.
Well, what I'm assuming is that you play D&D basically the same way that was typical among 2nd ed AD&D players in the early to mid 90s. And that you've not got much if any experience in playing a RPG that works in a fundamentally different way, like (say) Apocalypse World, or Burning Wheel, or even RuneQuest.I was just trying to explain my perspective on the subject. But just assume that I can't possibly comprehend different concepts instead of just accepting that I don't find things like GNS theory useful. If you do, have fun.
If it comes in handy for you, that's great. I read up a bit, I don't find it useful . It's okay for different people to not find something useful that works for you.Well, what I'm assuming is that you play D&D basically the same way that was typical among 2nd ed AD&D players in the early to mid 90s. And that you've not got much if any experience in playing a RPG that works in a fundamentally different way, like (say) Apocalypse World, or Burning Wheel, or even RuneQuest.
That's not a criticism: no one is under an obligation to play any particular RPGs.
But it does mean that you saying you don't find GNS useful is a bit like me saying I don't find auto-repair manuals useful. I mean, that's true - I don't own a car, and even if I did wouldn't be able to repair it - and so I personally don't have any use for auto-repair manuals. But that doesn't mean I think they're not useful in some objective sense. I assume they're pretty handy for people who actually want to know how to operate and repair cars!
If you want to understand patterns in RPGing, why certain RPGs recurrently generate certain problems, why D&D is always generating conversations about fudging and railroading whereas that is a non-issue for Apocalypse World, etc - well, an analytical and explanatory framework like the one Edwards sets out becomes pretty handy.
As to whether dnd is gamist or simulationist, or fits in any other categorical box (story before, story after, etc), I don't know. But I do find the "so what?" part of your question interesting. Let's say that dnd is gamist, how and why is that understanding useful? And to whom?And perhaps more importantly, in what ways is gamism appealing or valuable? Why is D&D gamist (if it is?) Some terms I thought of were fairness, balance, diversity, and creativity. I think many would argue for challenge or competitivenss, but that seems to me an unsophisticated idea about what gamism necessarily amounts to. Gamers who identify themselves as such may enjoy more cooperative play, for example. Not all require GM as adversary. Is gamism even one impulse?! Is it one mode, or many bundled into one just because of insufficient scrutiny or understanding.
Again, do we say D&D is gamist? What does that mean? And what are its appealing benefits?
Well, what I'm assuming is that you play D&D basically the same way that was typical among 2nd ed AD&D players in the early to mid 90s. And that you've not got much if any experience in playing a RPG that works in a fundamentally different way, like (say) Apocalypse World, or Burning Wheel, or even RuneQuest.
That's not a criticism: no one is under an obligation to play any particular RPGs.
But it does mean that you saying you don't find GNS useful is a bit like me saying I don't find auto-repair manuals useful. I mean, that's true - I don't own a car, and even if I did wouldn't be able to repair it - and so I personally don't have any use for auto-repair manuals. But that doesn't mean I think they're not useful in some objective sense. I assume they're pretty handy for people who actually want to know how to operate and repair cars!
If you want to understand patterns in RPGing, why certain RPGs recurrently generate certain problems, why D&D is always generating conversations about fudging and railroading whereas that is a non-issue for Apocalypse World, etc - well, an analytical and explanatory framework like the one Edwards sets out becomes pretty handy.
If it comes in handy for you, that's great. I read up a bit, I don't find it useful . It's okay for different people to not find something useful that works for you.
Excellent post, albeit stopping just short of the key question - in what ways is gamism appealing or valuable?I thought I might have a crack at responding to the OP.
As per some of my recent posts, I think that it is quite helpful to separate techniques from goals/creative priorities/creative agendas.
I also think that, when we discuss techniques, we have not to talk about not only mechanics but also principles/expectations on various participants, allocations of authority over the fiction that flow from those principles/expectations, etc.
And even when we focus on mechanics, we have not only action resolution mechanics but also PC build mechanics and mechanics that govern setting generation (eg Traveller has a fair bit of this) or situation generation (wandering monster checks are this). Sometimes only the first is noted and the other two are neglected.
On this point, Edwards has the following to say:
Gamism . . . operates at two levels: the real, social people and the imaginative, in-game situation.
- The players, armed with their understanding of the game and their strategic acumen, have to Step On Up. Step On Up requires strategizing, guts, and performance from the real people in the real world. This is the inherent "meaning" or agenda of Gamist play . . .
Gamist play, socially speaking, demands performance with risk, conducted and perceived by the people at the table. What's actually at risk can vary - for this level, though, it must be a social, real-people thing, usually a minor amount of recognition or esteem. The commitment to, or willingness to accept this risk is the key - it's analogous to committing to the sincerity of The Dream for Simulationist play. This is the whole core of the essay, that such a commitment is fun and perfectly viable for role-playing, just as it's viable for nearly any other sphere of human activity.- The in-game characters, armed with their skills, priorities, and so on, have to face a Challenge, which is to say, a specific Situation in the imaginary game-world. Challenge is about the strategizing, guts, and performance of the characters in this imaginary game-world.
For the characters, it's a risky situation in the game-world; in addition to that all-important risk, it can be as fabulous, elaborate, and thematic as any other sort of role-playing. Challenge is merely plain old Situation - it only gets a new name because of the necessary attention it must receive in Gamist play. Strategizing in and among the Challenge is the material, or arena, for whatever brand of Step On Up is operating. . . .Competition is best understood as a productive add-on to Gamist play. Such play is fundamentally cooperative, but may include competition. That's not a contradiction: I'm using exactly the same logic as might be found at the poker and basketball games. You can't compete, socially, without an agreed-upon venue. If the cooperation's details are acceptable to everyone, then the competition within it can be quite fierce. . . .So what is all this competition business about? It concerns conflict of interest. If person A's performance is only maximized by driving down another's performance, then competition is present. In Gamist play, this is not required - but it is very often part of the picture. Competition gives both Step On Up and Challenge a whole new feel - a bite.How does conflict of interest relate to Step On Up and to Challenge? The crucial answer is that it may be present twice, independently, within the two-level structure.
- Competition at the Step On Up level = conflict of interest regarding players' performance and impact on the game-world.
- Competition at the Challenge level = conflict of interest among characters' priorities (survival, resource accumulation, whatever) in the game-world.
Think of each level having a little red dial, from 1 to 11 - and those dials can be twisted independently. Therefore, four extremes of dial-twisting may be compared.
- High competition in Step On Up plus low competition in Challenge = entirely team-based play, party style against a shared Challenge, but with value placed on some other metric of winning among the real people, such as levelling-up faster, having the best stuff, having one's player-characters be killed less often, getting more Victory Points, or some such thing. Most Tunnels & Trolls play is like this.
- Low competition in Step On Up plus high competition in Challenge = characters are constantly scheming on one another or perhaps openly trying to kill or outdo another but the players aren't especially competing, because consequences to the player are low per unit win/loss. Kobolds Ate My Baby and the related game, Ninja Burger, play this way.
- High competition in both levels = moving toward the Hard Core (see below), including strong rules-manipulation, often observed in variants of Dungeons & Dragons as well in much LARP play. A risky way to play, but plenty of fun if you have a well-designed system like Rune.
- Low competition in both levels = strong focus on Step On Up and Challenge but with little need for conflict-of-interest. Quite a bit of D&D based on story-heavy published scenarios plays this way. It shares some features with "characters face problem" Simulationist play, with the addition of a performance metric of some kind. Some T&T play Drifted this way as well, judging by many Sorcerer's Apprentice articles.
Things get more complex than this, because different roles for GM and players lead to combinations of the above categories within a single game. For instance, players can cooperate as a party and compete with the GM, for instance, given a rules-set that limits GM options (a combination of #1 and #2). This shouldn't be confused with cooperating with one another, cooperating with the GM, and competing against the GM's characters (#4).
Maybe there's more that could be said about win/lose, challenge, and competition in gamist play, but I think that's a good start: we have the real-world step-on-up level, which may or may not involve competition (contrast, eg, D&D tables where players show off their builds - low competition at the step-on-up level - with tables where they compete to have the highest-level PC - high competition at the step-on-up level); and the in-fiction challenge level, which also may or may not involve competition (contrast, eg, D&D tables where the players have their PCs cooperate to beat the GM's encounters, with ones where the PCs compete with one another to grab the best magic items).
Well, I don't know about "we", but when I say that D&D is "gamist" I mean what Edwards means: that much D&D play has a step-on-up aspect to it, and that the game has mechanical components (eg a la carte PC building with many interacting elements; resource management requirements) that allow that step-on-up aspect to be pursued by the game participants. It also brings cultural/"meta" expectations that the players will have their PCs confront and try and overcome the problems the GM puts in front of them.
Note Edwards' comparison of, and contrast drawn between, gamist play and the sort of play that Edwards calls characters-face-problems-simuationism (a type of high-concept simulationism). In contemporary D&D play, the line between these two orientations/approaches is (I think) a pretty fine one. As Edward says, it depends on whether or not there is a performance measure (typically informal) for play. If I see a poster complain about 5e D&D being on "easy mode", I think that person does have such a performance measure, and so has a gamist orientation even though most of their techniques are probably the same as a simulatioinst-inclined 5e RPGer who just enjoys working through the adventure path and finding out what happens to their PC.
I also think some of the standard sorts of discussions one sees around D&D play reveal the thinness of this line. For instance, the typical occurrence of combat challenges in D&D adventures reflects its gamist orientation. But typically the overarching "story" needs the PCs to succeed at those challenges - hence discussions around fudging, milestone levelling, whether or not to start new PCs at 1st level, etc. There is a bit of a clash here between the gamism and the characters-face-problems-simulationism, because the standard techniques for making the "story" work - ie for satisfying the simulationist imperative - tend to undercut the integrity of the measurement of performance, ie the gamist imperative.
It wouldn't be too rash a generalisation to say that various forms of this tension have dominated the D&D "meta" since the early-to-mid 1980s.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.