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Community
General Tabletop Discussion
*Dungeons & Dragons
Supposing D&D is gamist, what does that mean?
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<blockquote data-quote="Ovinomancer" data-source="post: 8622480" data-attributes="member: 16814"><p>That's all RPGs, though. All RPGs are cooperative at some level. They all feature <em>shared </em>imagination.</p><p></p><p>I understand Expression being defined as self-exploration within the game -- ie, inwardly focused at the player. The example given is creating an avatar that looks like the player (a video game reference) so that the player feels involved personally in the game. That's not what shared setting creation does, though, it's not about self-exploration. Nor is normal Blades play, or, at least, I really hope not. It's not designed to be a journey of self-exploration, at least.</p><p></p><p>The Narrative aesthetic is described as a story that brings the player back. This doesn't align with Story Now, because there is no story that the player is being pulled back to continue enjoying. It's created in play, it's not experienced like you would in a video game.</p><p></p><p>No, I get that this is the point of the model, I just think it's incredibly bad at doing so within the genre of RPGs. There are a few that might land, like Challenge (for a Step On Up game, or OSR and Classic cultures) and even Narrative (for Trad and Neo Trad play). But it doesn't have anything except negative space to differentiate Trad play from Story Now play -- you can say Story Now isn't narrative, or expressive (mostly, I suppose there might be a Story Now game out there about this) while D&D can be (but doesn't have to be either). </p><p></p><p>I mean, my complaints are exactly mirroring the criticism listed in the wiki article, so I'm not like terribly off base about this.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 8622480, member: 16814"] That's all RPGs, though. All RPGs are cooperative at some level. They all feature [I]shared [/I]imagination. I understand Expression being defined as self-exploration within the game -- ie, inwardly focused at the player. The example given is creating an avatar that looks like the player (a video game reference) so that the player feels involved personally in the game. That's not what shared setting creation does, though, it's not about self-exploration. Nor is normal Blades play, or, at least, I really hope not. It's not designed to be a journey of self-exploration, at least. The Narrative aesthetic is described as a story that brings the player back. This doesn't align with Story Now, because there is no story that the player is being pulled back to continue enjoying. It's created in play, it's not experienced like you would in a video game. No, I get that this is the point of the model, I just think it's incredibly bad at doing so within the genre of RPGs. There are a few that might land, like Challenge (for a Step On Up game, or OSR and Classic cultures) and even Narrative (for Trad and Neo Trad play). But it doesn't have anything except negative space to differentiate Trad play from Story Now play -- you can say Story Now isn't narrative, or expressive (mostly, I suppose there might be a Story Now game out there about this) while D&D can be (but doesn't have to be either). I mean, my complaints are exactly mirroring the criticism listed in the wiki article, so I'm not like terribly off base about this. [/QUOTE]
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Community
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Supposing D&D is gamist, what does that mean?
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