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General Tabletop Discussion
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Supposing D&D is gamist, what does that mean?
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<blockquote data-quote="The-Magic-Sword" data-source="post: 8625073" data-attributes="member: 6801252"><p>Whether its a 'game' is something in and of itself to tease out though, is the game the thing happening around the table, or the rules engine we use when we roleplay. With precision, I see roleplaying as an activity, the games are the specific instances of the activity (e.g. A Watcher's Tale was the name of my first campaign in PF2e) and systems are aids in that activity (PF2e being the package of tools we used for that game.)</p><p></p><p>In theory, I see the conceptual construction of the 'system', in a vacuum-- not necessarily historically, though it doesn't seem to be entirely inaccurate historically, to be the practice of roleplaying itself (playing pretend) where someone hit something they were dissatisfied with trying to run free (probably combat, historically), and so they decided to pull in a set of rules to navigate it (historically, they drew on existing war games, to adjudicate scenarios that resembled war games.) You could argue they started with war games, and started roleplaying to expand them-- and that's why I say "Not historically."</p><p></p><p>In that sense I feel coherence is a matter of taste and a reflection of the coherence of the 'game' the tools are aiding. If your 'game' (the thing happening around the table) finds itself moving from dungeon corridors to castles and court life, then your game is now about both dungeon crawling and politics, and you pull in tools accordingly-- focus, on a systemic level, is incidental or potentially even inconvenient, because you already have the set of things you desire to do or the emerging needs of the story. In other words, its already as coherent as you need it to be, because the need for the tools developed organically out of the natural course of the fiction.</p></blockquote><p></p>
[QUOTE="The-Magic-Sword, post: 8625073, member: 6801252"] Whether its a 'game' is something in and of itself to tease out though, is the game the thing happening around the table, or the rules engine we use when we roleplay. With precision, I see roleplaying as an activity, the games are the specific instances of the activity (e.g. A Watcher's Tale was the name of my first campaign in PF2e) and systems are aids in that activity (PF2e being the package of tools we used for that game.) In theory, I see the conceptual construction of the 'system', in a vacuum-- not necessarily historically, though it doesn't seem to be entirely inaccurate historically, to be the practice of roleplaying itself (playing pretend) where someone hit something they were dissatisfied with trying to run free (probably combat, historically), and so they decided to pull in a set of rules to navigate it (historically, they drew on existing war games, to adjudicate scenarios that resembled war games.) You could argue they started with war games, and started roleplaying to expand them-- and that's why I say "Not historically." In that sense I feel coherence is a matter of taste and a reflection of the coherence of the 'game' the tools are aiding. If your 'game' (the thing happening around the table) finds itself moving from dungeon corridors to castles and court life, then your game is now about both dungeon crawling and politics, and you pull in tools accordingly-- focus, on a systemic level, is incidental or potentially even inconvenient, because you already have the set of things you desire to do or the emerging needs of the story. In other words, its already as coherent as you need it to be, because the need for the tools developed organically out of the natural course of the fiction. [/QUOTE]
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Supposing D&D is gamist, what does that mean?
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