D&D General Supposing D&D is gamist, what does that mean?

One would be the adroit instantiation of classes within the design-space that ensures each major niche is occupied, informing in a very deliberate fashion their features at various levels. An interesting fingerprint of which is seen in the generally uniform power watersheds and its highlight by rogues as an exception. The way diverse approaches to combat are instanced in class basics, features and feats is also a nice piece of work and subtle enough that one rarely sees all its pillars discussed. Sneaking Bo9S in as a subclass was rather cute!

Two others I find fascinating are the writing of fiction-first ideas into the basic pattern and the system for ability checks, and the faint nods to story-now in TIBFs and Inspiration. Speaking of backgrounds, the game purpose of backgrounds (in distributing skills) is rather neatly disguised as colour. It's intriguing to observe a nod to FitM in bardic inspiration, or the neat little piece of ludic self-awareness in the divination mechanic.

The technical language (the legal wording of rules) is remarkably consistent all through, and continually echoes specific themes. (DM power being one of them.) 5e is a sophisticated and amazingly robust piece of design given it's breadth and ambition. One may well feel vexed at its centricity - or refusal to take a stand - while still admiring the feat of designer engineering that accomplishes it.

Anyway, I am sure that the perceptive reader will be able to find the many more subtle arrangements, threads, and patterns throughout the rules :p
That is an extraordinarily technical post, rife with jargon terms. What are you trying to say?
 

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I mean what does the acronym mean lol? Also TIBF!
FitM = Fortune in the Middle
TIBF = Traits, Ideals, Bonds, Flaws

From the Forge's glossary:

Fortune-in-the-Middle (FitM) - Employing a Fortune Resolution technique (dice, cards, etc) prior to fully describing the specific actions of, physical placement of, and communication among characters. The Fortune outcome is employed in establishing these elements retroactively. This technique may be employed with the dice/etc as the ultimate authority of success or failure (e.g. Sorcerer) or with the dice/etc outcome being potentially adjusted by a metagame mechanic (e.g. HeroQuest). See my review of Hero Wars, see also discussions in the Alyria forum.
 
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BIFTs, backgrounds and Inspiration in 5e are like the opposite of Story Now play. Their entire purpose is to reinforce a specific preexisting character concept. As a GM your role is to give players to live out the fantasy of playing to that concept. This is what high concept sim games like FATE and GUMSHOE are all about.

Features like Beliefs in games like Burning Wheel and Humanity in Sorcerer on the other hand are entirely about putting the character to the test. As a Burning Wheel GM the response to a PC belief is meant to be Oh, really? Let's see.
 
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BIFTs, backgrounds and Inspiration in 5e are like the opposite of Story Now play. Their entire purpose is to reinforce a specific preexisting character concept. As a GM your role is to give players to live out the fantasy of playing to that concept. This is what high concept sim games like FATE and GUMSHOE are all about.
See, Fate is to me the opposite of a sim game, as I view simulation as trying to simulate the setting and the world, not a genre. This is a real problem with discussion.
 

See, Fate is to me the opposite of a sim game, as I view simulation as trying to simulate the setting and the world, not a genre. This is a real problem with discussion.

I do think the Big Model could have used a cleaner division between High Concept Sim (FATE, Vampire, L5R) and Process Simulation (RuneQuest. Champions). I would have probably made it a fourfold model instead of a threefold and named Story Now something without Story in the title.
 


BIFTs, backgrounds and Inspiration in 5e are like the opposite of Story Now play. Their entire purpose is to reinforce a specific preexisting character concept. As a GM your role is to give players to live out the fantasy of playing to that concept. This is what high concept sim games like FATE and GUMSHOE are all about.
I'll stand by my words - "faint nods" :p

Features like Beliefs in games like Burning Wheel and Humanity in Sorcerer on the other hand are entirely about putting the character to the test. As a Burning Wheel GM the response to a PC belief is meant to be Oh, really? Let's see.

One evasive property of 5e is that it's almost always left up to the DM how things go!
PHB 125 Your DM can choose to give you inspiration for a variety of reasons. TypicalIy, DMs award it when you play out your personality traits, give in to the drawbacks presented by a flaw or bond, and otherwise portray your character in a compelIing way. Your DM wilI telI you how you can earn inspiration in the game.

5e hints in a number of directions, through lines like this one
Ideals might answer any of these questions: What are the principies that you will never betray? What would prompt you to make sacrifices? What drives you to act and guides your goals and ambitions? What is the single most important thing you strive for?

Or, of bonds
They might inspire you to heights of heroism, or lead you to act against your own best interests

I mean I'm (hopefully obviously) not saying 5e gives any substantial priority to Story-Now. Nor that it would by any means be the best choice for playing in Story-Now mode. I am saying that 5e has subtle touches throughout that reveal the designers' awareness of their context and skill in their craft.
 

I do think the Big Model could have used a cleaner division between High Concept Sim (FATE, Vampire, L5R) and Process Simulation (RuneQuest. Champions). I would have probably made it a fourfold model instead of a threefold and named Story Now something without Story in the title.
L5r is a good example, because it has some solid process sim mechanics in addition to the obvious genre sim. Like the deadly combat rules, for example.
 

In general, I want more process sim in games I play and run, and less metacurrency and other mechanics designed to channel a story a certain way. My houserules almost all revolve around making this happen for D&D (the game that its easiest to find players for).
 

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