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

Yep, I remember that example also. It is quite typical of PbtA games too. Basically wherever the PCs go, the story follows! It may turn into a different story based on what choices they make, but SOME SORT of significance will exist, you never really spend time exploring empty dusty rooms or whatnot (at least not on screen, the GM is free to describe them in passing).
Sandbox style games typically have the story follow the PCs wherever they go as well. Obviously not in the same way as story now but that following the PCs is still present.

More linear adventures typically have no story outside the prescribed arc or they might branch out slightly from it before running into no story (or at least no interesting story).
 

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Considering a game like Apocalypse World, Monsterhearts or Stonetop I think we should take a holistic view of the fundamental structure of play (which Apocalypse World calls the conversation), the game's agenda, it's GM and player principles (Blades in the Dark calls them best practices), and its processes and mechanics. All are part of a cohesive game design.

From my perspective principles / best practices add an additional layer of accountability above and beyond the agenda, play structure and mechanics. They do not replace the need for any of the above. Apocalypse World calls upon its GM to :
  • always say what honesty demands
  • always say what the rules demands
  • always say what your principles demands
  • always say what your prep demands

Principles largely speak to thought process - what concerns should shape the judgement calls we are called upon to make over the course of play. I keep a printout of my GMing principles on hand to use for post mortems and to elicit feedback from players as to how well I am holding up to my end. For a game like Blades that also has principles / best practices for players I also will provide feedback on how well they are meeting the standards set forth for them.
At least in Dungeon World (and I'm pretty sure AW etc.) the principles and agenda statements exist to BIND THE GM. They tell us what the GM is principally allowed to say, when they are supposed to say it, and how. They also require the GM to request and accept input from the players (in a somewhat informal manner). This is all intended to insure that everyone is playing the same game, and that it is DW and not some other sort of game pretending to be DW. If you follow those statements religiously, a game of Dungeon World emerges! Some of the principles are more 'core' than others of course. Of the DW ones on p162 I'd say 1 (maps with blanks), 4 (make a move that follows), 8 (ask questions, use the answers), and 9 (be a fan of the characters) are the ones which MOST shape the structure of play. Violating any one of those will definitely tend to move you in some direction away from the intended play structure.
 

I think this is overly narrow. You can have established performance expectations that are still subjective; you just set them prior to engaging with the situation. They also don't have to be numerical. "Take down the wizard king" is a perfectly cromulent gamist aim, albeit a strategic, rathe than tactical one for example.
Sure, the performance measures can be subjective. I mean, figure skating has points for artistic merit and such, but nobody thinks that makes it less a competition (I won't touch the argument about whether it is a 'game proper' or not, it doesn't matter). I'd note though that there are pretty strict standards for judging subjective things and strong social constraints, etc. in any situation where subjectivity is highly important. RPGs are more informal/relaxed and thus perhaps you can say a game is gamist where the objectives are things like "tell the best joke in play" or whatever. The structure however does need to CENTER ON that. Again, classic D&D is the perfect example, the whole game REVOLVES AROUND getting loot (magic and GP) and leveling up. EVERY player is oriented towards those things, and anyone who isn't is not really playing. I mean, nothing is more of a dud in D&D than a group of players who just shrug their shoulders and say "Oh, we'll just keep drinking at the inn." when someone hands them a treasure map! lol. Maybe that shades into a form of HCS as the subjective measures become less defined and less central to play. I mean, you can acquire more power in a CoC game, but nobody would ever propose that getting big weapons, money, and high skill values is the POINT of that game!
 

@clearstream

I am just not seeing the difference between what you are describing and the exploratory play model. Can you elaborate on the GM's role? Player expectations? Right now you seem to be obscuring the actual process mostly because you do not like the phrase GM fiat. If we replace GM fiat with GM extrapolation would you still be unhappy with it? What about GM authorship?

I'm not saying these are the only two structures of play that are available. They're just by far the most common I have ever encountered. Note that the first model includes B/X, Night's Black Agents, Vampire - The Masquerade, 5e and a whole host of fairly different games that utilize that play structure in pretty different ways.

If you can holistically describe the actual play structure than we talk about its implications. I agree there are other possible structures, but in order to discuss them we need actual details on them.
 
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1977
The individual is acquainted with the ways of local subcultures (which tend to be the same everywhere in human society), and thus is capable of dealing with strangers without alienating them. (This is not to be considered the same as alien contact, although the referee may so allow).

Close-knit sub-cultures (such as some portions of the lower classes, and trade groups such as workers, the underworld, etc) generally reject contact with strangers or unknown elements. Streetwise expertise allows contact for the purposes of obtaining information, hiring persons, purchasing contraband or stolen goods, etc.

The referee should set the throw required to obtain any item specified by the players (for example, the name of an official willing to issue li-censes without hassle = 5+, the location of high quality guns at a low price = 9+). DMs based on streetwise should be allowed at +1 per level. No expertise DM = −5.

1981
The individual is acquainted with the ways of local subcultures (which tend to be the same everywhere in human society), and thus is capable of dealing with strangers without alienating them. This skill is not the same as alien contact experience.

Close-knit subcultures (such as some portions of the lower classes, trade groups such as workers, and the underworld) generally reject contact with strangers or unknown elements. Streetwise expertise allows contact for the purposes of obtaining information, hiring persons, purchasing or selling contraband or stolen goods, and other shady or borderline activities.

Referee: After establishing throws for various activities desired by the characters (such as the name of an official willing to issue licenses without hassle: 5+; the location of high quality guns at low prices: 9+), allow streetwise as a DM. If streetwise is not used, impose a DM of -5.

The text is nearly identical: I've underlined the salient difference. Both texts are silent on the truth or otherwise of information acquired. Can you therefore post the text that you will find earlier in the book on procedures and handling of information?
I agree that the 1981 Streetwise can be interpreted in the same way as the 1977 version. I'm not sure about other parts of the rules that might reflect on exactly how much authority this text is giving to the Referee, as I have only ever played with the 1977 rules. I don't see anything in either write up however which permits or advises the Referee to turn a SUCCESSFUL Streetwise check into a type of failure by making the information bad. In fact I would assume that when @pemerton mentions a hard move, the most logical one would be something like directing the PCs into a police sting instead of an actual weapons dealership! I would consider this to be pretty similar in scope to the flexibility of scene framing and move making in, say, Dungeon World, where such a move would be a pretty standard outcome of a bad Supply move.
 

I agree that the 1981 Streetwise can be interpreted in the same way as the 1977 version. I'm not sure about other parts of the rules that might reflect on exactly how much authority this text is giving to the Referee, as I have only ever played with the 1977 rules. I don't see anything in either write up however which permits or advises the Referee to turn a SUCCESSFUL Streetwise check into a type of failure by making the information bad. In fact I would assume that when @pemerton mentions a hard move, the most logical one would be something like directing the PCs into a police sting instead of an actual weapons dealership! I would consider this to be pretty similar in scope to the flexibility of scene framing and move making in, say, Dungeon World, where such a move would be a pretty standard outcome of a bad Supply move.
I quoted up-thread the Traveller game text that permits and advises the Referee to make information bad. My post #2062. (The second spoiler.)
 

It nods to the Lumpley Principle. A method is followed by which everyone reaches agreement about what happens in play. Perhaps it helps to picture GM as another player? Like all players, they get a say. Their say is not in contest with that of other players: it conspires with that of other players. The roles are asymmetrical, but equal.
  1. Someone asks "How can we be sure the dirt is in the safe?"
  2. Someone else says "The accountant accesses that safe every day to get the books."
  3. Someone else observes their known peccadillo.
  4. Some play happens. Some social interaction ability checks are called for.
  5. Finally at the safe, intents are known, consequences are understood, the location of the dirt is locked in.
It may be that some versions of S-N require only players and not GM to have a say. So for clarity that's not what's happening here. The truth is established playfully, following and within constraints of fiction, description, system... and of course, principles.

The fact of the matter isn't reached in one bound. It's not - from a cold start, someone at the table without a nod toward saying what follows and playing to find out, locks in what is in the safe. It's iterative. A big difference is that it's not locked in by the roll at the safe. Reaching that safe with an intent faithful to game-state (to retrieve the dirt) is a product of play. Players and DM all avoid fiat, by working together in good faith.

@niklinna nails it with
I think this is a reasonable interpretation. The ONLY REASON the characters are framed as being in the vicinity of a safe they wish to open is that the players have already, as a group, established that the safe is a goal and what its dramatic function is. So, you won't really care who opens it, everyone is on the same page. If there's another character who wants some OTHER thing to be in the safe, well they might have ALSO established that! (I mean, safes are known to hold multiple items). It may also have been established that ONLY objective B is going to be fulfilled here, though the other characters may not be fully cognizant of that.

As for the whole 'dissociation objection' to this sort of play... I think when you actually play, you find out that this is more of a 'white room' issue than a real issue in most play. Sure, there are likely to be some times when you and your PC know different things. This has been true in all RPGs for time immemorial, and doesn't really seem like something that can be totally avoided. Is it more or less in SN play? I'm not sure, and I don't trust anecdotal evidence very much. I think it is likely that other factors surrounding a given game are likely at least as important as agenda here.
 

Exploratory play is fun. I enjoy it a great deal. More of my play sits here than in Story Now play, but it's a different experience with its own tradeoffs. I would be more than happy to engage in a discussion of those tradeoffs. One of the things this play loop allows for insistence is is the ability to strategize, gather information, work out who does what as a group. You get to leverage your strengths in a way that is basically impossible in a game like Apocalypse World.
I think it is just different assumptions. So, in a D&D game there is a pretty hard assumption that the party is a group of PCs who act together and are loyal to the group. Even in EARLY D&D play there was a "don't screw the party" rule of conduct (which certain problematic types of characters were often ganked for violating). If you WANT to incorporate this sort of ethos into your AW PCs, you are certainly free to do so! I mean, Dungeon World certainly mildly encourages that, and in actual play it seems to be the norm. As in I have not really seen DW play where the PCs were seriously at odds. They might be less than compatible and be portrayed as 'not liking each other' now and then, but the game definitely seems to encourage cooperation (I don't know if AW does too, or not, but it seems like it would be POSSIBLE at least).
 

I'm trying to make it clear that it's not Story-Now, and it's not "GM-fiat" (in the way some here have described it) either. I'm fine with those two diagrams, and the play I enjoy isn't captured by either of them. The whole of RPG isn't defined by just two diagrams.


I'm not discussing shame. I'm aiming to make clear a style of play. One in which players do not have fiat, and GM does not have fiat. It's unclear why it is so difficult to see that - as the LP implies - a robust playstyle can be found in an interative process that reaches consensus at the point of and productive of well-formed/faithful intents.


Certainly. Is there anywhere - any words that I've written - that seem to you to amount to my saying that exploratory play isn't fun?
Honestly, isn't that the first diagram? (the Story Now one). I mean, frankly, there are very few instances in SN games where players have FIAT. BW wises checks seem to be one of the most obvious examples, but PbtA games, for instance, have NOTHING equivalent. The GM in a PbtA game introduces ALL content. The players can dictate, indirectly, what that content needs to address, maybe even semi-directly by some of their moves (IE if a player in DW declares a Supply move to find a certain item, the GM's options are to either run it, just give them the item, or ask the table to decide if the request is out of genre/fiction bounds).
 

I think this is a reasonable interpretation. The ONLY REASON the characters are framed as being in the vicinity of a safe they wish to open is that the players have already, as a group, established that the safe is a goal and what its dramatic function is. So, you won't really care who opens it, everyone is on the same page. If there's another character who wants some OTHER thing to be in the safe, well they might have ALSO established that! (I mean, safes are known to hold multiple items). It may also have been established that ONLY objective B is going to be fulfilled here, though the other characters may not be fully cognizant of that.
Is there no glue holding characters more or less near the same location? If there isnt what stops the game from becoming 4 separate games where each player takes turn with the DM resolving their game?

Whatever that glue is, assume it’s what brought all the characters into the room with the safe. How is it then determined what is in the safe when 2 characters want to find different things in it?

As for the whole 'dissociation objection' to this sort of play... I think when you actually play, you find out that this is more of a 'white room' issue than a real issue in most play. Sure, there are likely to be some times when you and your PC know different things. This has been true in all RPGs for time immemorial, and doesn't really seem like something that can be totally avoided. Is it more or less in SN play? I'm not sure, and I don't trust anecdotal evidence very much. I think it is likely that other factors surrounding a given game are likely at least as important as agenda here.
For me it’s less about how much of an issue that May or may not be and more about noting that it’s something that always arises in story now play. I’m fine letting people determine whether that’s a deal breaker for them.

It’s just that it seems so hard to get this point acknowledged as valid without their being a defense for it (like here where you argue it’s not all that important in play).
 

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