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Supposing D&D is gamist, what does that mean?
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<blockquote data-quote="pemerton" data-source="post: 8625169" data-attributes="member: 42582"><p>Yes. I played "story now" AD&D in the second half of the 80s. I've used RM for "story now" play.</p><p></p><p>From <a href="http://www.indie-rpgs.com/_articles/narr_essay.html" target="_blank">Edwards' story now essay</a>:</p><p></p><p style="margin-left: 20px">Vanilla Narrativism: Narrativist play without notable use of the following techniques</p><p style="margin-left: 20px">Director Stance, atypical distribution of GM tasks, verbalizing the Premise in abstract terms, overt rules concerning narration, and improvised additions to the setting or situations. People who typically play in this fashion often fail to recognize themselves as Narrativists.</p> </p><p></p><p>And also this:</p><p></p><p style="margin-left: 20px">"Vanilla Narrativism" is very easy and straightforward. The key to finding it is to stop reinforcing Simulationist approaches to play. Many role-players, identified by Jesse Burneko as "Simulationist-by-habit," exhaust themselves by seeking El Dorado, racing ever faster and farther, when all they have to do is stop running, turn around, and find Vanilla Narrativism right in their grasp.</p><p></p><p>I also would expect someone playing "story now" 5e to encounter the same issues that someone playing "story now" Rolemaster or AD&D would, namely, that there are aspects of the system that (by default) encourage/reinforce simulationist or gamist approaches to play: eg the recovery rules push in one or the other direction (simulationist if the table emphasises the flow of ingame time, the "living, breathing" world aspect that is typically recommended as a response to Tin Huts, etc; gamist if the table emphasises the resource recovery aspect and intraparty balance, etc).</p><p></p><p>My view - admittedly on a reasonably thin evidence base - is that Torchbearer does have a degree of incoherence that generates some pressure towards drift in one or the other direction. I'm expecting (or hoping) to GM a fifth session (which would be the third for that campaign) reasonably soon, and am already tempted to introduce content that I suspect is "softballing" some of the system pressures from the skilled play perspective, in order to reinforce some of the "story now" elements.</p><p></p><p>As [USER=16814]@Ovinomancer[/USER] posted in one of these threads (may be the "D&D is not a simulation game" thread), the evidence for this sort of incoherence in core system elements generating drift in 5e play is very strong, given the typical threads and topics of discussion that recur in relation to it. The issues around recovery times, and Tiny Hut, that I've mentioned above are just the tip of that reasonably well-known iceberg.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8625169, member: 42582"] Yes. I played "story now" AD&D in the second half of the 80s. I've used RM for "story now" play. From [url=http://www.indie-rpgs.com/_articles/narr_essay.html]Edwards' story now essay[/url]: [indent]Vanilla Narrativism: Narrativist play without notable use of the following techniques [indent]Director Stance, atypical distribution of GM tasks, verbalizing the Premise in abstract terms, overt rules concerning narration, and improvised additions to the setting or situations. People who typically play in this fashion often fail to recognize themselves as Narrativists.[/indent][/indent] And also this: [indent]"Vanilla Narrativism" is very easy and straightforward. The key to finding it is to stop reinforcing Simulationist approaches to play. Many role-players, identified by Jesse Burneko as "Simulationist-by-habit," exhaust themselves by seeking El Dorado, racing ever faster and farther, when all they have to do is stop running, turn around, and find Vanilla Narrativism right in their grasp.[/indent] I also would expect someone playing "story now" 5e to encounter the same issues that someone playing "story now" Rolemaster or AD&D would, namely, that there are aspects of the system that (by default) encourage/reinforce simulationist or gamist approaches to play: eg the recovery rules push in one or the other direction (simulationist if the table emphasises the flow of ingame time, the "living, breathing" world aspect that is typically recommended as a response to Tin Huts, etc; gamist if the table emphasises the resource recovery aspect and intraparty balance, etc). My view - admittedly on a reasonably thin evidence base - is that Torchbearer does have a degree of incoherence that generates some pressure towards drift in one or the other direction. I'm expecting (or hoping) to GM a fifth session (which would be the third for that campaign) reasonably soon, and am already tempted to introduce content that I suspect is "softballing" some of the system pressures from the skilled play perspective, in order to reinforce some of the "story now" elements. As [USER=16814]@Ovinomancer[/USER] posted in one of these threads (may be the "D&D is not a simulation game" thread), the evidence for this sort of incoherence in core system elements generating drift in 5e play is very strong, given the typical threads and topics of discussion that recur in relation to it. The issues around recovery times, and Tiny Hut, that I've mentioned above are just the tip of that reasonably well-known iceberg. [/QUOTE]
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Supposing D&D is gamist, what does that mean?
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