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Supposing D&D is gamist, what does that mean?
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<blockquote data-quote="Manbearcat" data-source="post: 8625234" data-attributes="member: 6696971"><p>Here is a post below where I'm responding to [USER=70468]@kenada[/USER] (one of the players, along with [USER=82106]@AbdulAlhazred[/USER] and [USER=71235]@niklinna[/USER] , in a Torchbearer 2 game I run). </p><p></p><p>You don't have to understand all the various intricacies of system/agenda etc in this game. You merely need to know that it is a game with an extremely intensive Step On Up Priority (It also has some Story Now involved; I'm not going to go into all of that here...we can litigate that later if need be). You've got Adventure design that entails # of Obstacles + Factor of Obstacles (DC in D&D parlance) + things like Camp-sites (and related stuff there). Then you've got a seriously demanding Inventory system, a punishing Conflict system, all kinds of other systems/phases of play that integrate with that. Then you have a Fail Forward system of action resolution that generates Success + Condition/Twist (a Twist is a new obstacles that isn't encoded into the default # of obstacles in Short/Medium/Long Adventures).</p><p></p><p>What is weather doing in Journeys and in Wilderness Adventures (for instance, the Medium sized Adventure which features 10-12 Obstacles)? At first glance (and if you don't know the system), you might look at this question and at the exchange below and think "weather is clearly a Simulationism priority manifesting in play! I mean, it makes sense to have weather happen outdoors and have that be an input onto play; Simulationism for internal causality integrity and to allow for players to immerse within their characters and explore setting!"</p><p></p><p>No.</p><p></p><p>Weather is not Simulationism in Journeys nor Wilderness Adventures.</p><p></p><p>Its there as a Gamism input. Its there to add a layer to the very intricate decision-tree of players. Its there to complicate their Journey/Adventure "lives", to intersect with and complicate the Turn Structure (every 4 Turns, The Grind, everyone gets a Condition which "grinds you down"), to intersect with and complicate the Obstacle Rating space, to intersect with and complicate the consequence-space. It creates a myriad of inputs and foregrounds prospective outputs for every decision the players make collectively (or individually).</p><p></p><p>Its Gamism all day long. As an incidental outgrowth of this Gamism, the roll on the Weather Table and the resultant complicating (or not...sometimes it doesn't come up in a complicating way) realities might inject play with a bit of tacit Simulationism. But its not the point. And it may not land.</p><p></p><p>The fact that the Gamism is the point and the Gamism lands and that you can't say either about Simulationism lets you identify Weather as Gamism in Torchbearer 2 through and through.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8625234, member: 6696971"] Here is a post below where I'm responding to [USER=70468]@kenada[/USER] (one of the players, along with [USER=82106]@AbdulAlhazred[/USER] and [USER=71235]@niklinna[/USER] , in a Torchbearer 2 game I run). You don't have to understand all the various intricacies of system/agenda etc in this game. You merely need to know that it is a game with an extremely intensive Step On Up Priority (It also has some Story Now involved; I'm not going to go into all of that here...we can litigate that later if need be). You've got Adventure design that entails # of Obstacles + Factor of Obstacles (DC in D&D parlance) + things like Camp-sites (and related stuff there). Then you've got a seriously demanding Inventory system, a punishing Conflict system, all kinds of other systems/phases of play that integrate with that. Then you have a Fail Forward system of action resolution that generates Success + Condition/Twist (a Twist is a new obstacles that isn't encoded into the default # of obstacles in Short/Medium/Long Adventures). What is weather doing in Journeys and in Wilderness Adventures (for instance, the Medium sized Adventure which features 10-12 Obstacles)? At first glance (and if you don't know the system), you might look at this question and at the exchange below and think "weather is clearly a Simulationism priority manifesting in play! I mean, it makes sense to have weather happen outdoors and have that be an input onto play; Simulationism for internal causality integrity and to allow for players to immerse within their characters and explore setting!" No. Weather is not Simulationism in Journeys nor Wilderness Adventures. Its there as a Gamism input. Its there to add a layer to the very intricate decision-tree of players. Its there to complicate their Journey/Adventure "lives", to intersect with and complicate the Turn Structure (every 4 Turns, The Grind, everyone gets a Condition which "grinds you down"), to intersect with and complicate the Obstacle Rating space, to intersect with and complicate the consequence-space. It creates a myriad of inputs and foregrounds prospective outputs for every decision the players make collectively (or individually). Its Gamism all day long. As an incidental outgrowth of this Gamism, the roll on the Weather Table and the resultant complicating (or not...sometimes it doesn't come up in a complicating way) realities might inject play with a bit of tacit Simulationism. But its not the point. And it may not land. The fact that the Gamism is the point and the Gamism lands and that you can't say either about Simulationism lets you identify Weather as Gamism in Torchbearer 2 through and through. [/QUOTE]
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