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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: 8625359" data-attributes="member: 6801252"><p>Hope you have a nice day, looking forward to your eventual response whenever it happens to be.</p><p></p><p>To respond and consider your point, I think that the reason you don't roll for weather in those scenarios is because the weather isn't setting the tone or playing a role in constructing the outcome of those scenes-- town is safe from the depredations of nature, particularly in the milieu Torchbearer emulates, and so the tone of the story demands that weather be more impactful outside of town than within.</p><p></p><p>One of my key ideas tends to be that "game elements" like mechanics, procedures, feats, whatever, have a feel to them, a texture that, through the player's utilization, experience, or use of those elements conveys theming-- a kind of playable literary device if you will, and that most conventionally simulative and gamist elements are actually textural (of or pertaining to texture, as opposed to textual, to be clear with the semantics.)</p><p></p><p>In other words "What feeling does this element create, and how does that inform the feel of the story?" In this instance, the gap that you've highlighted seems to be drawing the participants attention to the weather in some instances, but not others, probably to shift the tone of those instances when it does matter. Doubly so if it has mechanical impact, it is a means by which the environment-- Tolkien's "Wilderness" to borrow the concept, makes itself known to the participants. If say, things are harder to do in the rain, that drives home it's impact on the scene-- the dreariness and exhaustion, which sounds like the point of grind mechanic, from what you're saying.</p><p></p><p>Meanwhile in the tone of the milieu, town is a place of safety, where the players can find comfortable refuge away from the rain, they don't have to worry about it there, so its touch is gone, along with the cloud it puts over the narrative.</p><p></p><p>In other words the uneveness of the mechanic creates a kind of "Ludonarrative Harmony" between the narrative ideas of the wilderness as a place of stress /town as a place of safety, and the player's feelings of tension and frustration during each portion of the game. Similarly, from a simulation perspective, it doesn't have meaningful effects anymore because you're safe and can just go inside-- the game doesn't need the information for the simulation to impose logical effects on you, because there are none to impose, its giving the weather variable a null value while you're in town.</p></blockquote><p></p>
[QUOTE="The-Magic-Sword, post: 8625359, member: 6801252"] Hope you have a nice day, looking forward to your eventual response whenever it happens to be. To respond and consider your point, I think that the reason you don't roll for weather in those scenarios is because the weather isn't setting the tone or playing a role in constructing the outcome of those scenes-- town is safe from the depredations of nature, particularly in the milieu Torchbearer emulates, and so the tone of the story demands that weather be more impactful outside of town than within. One of my key ideas tends to be that "game elements" like mechanics, procedures, feats, whatever, have a feel to them, a texture that, through the player's utilization, experience, or use of those elements conveys theming-- a kind of playable literary device if you will, and that most conventionally simulative and gamist elements are actually textural (of or pertaining to texture, as opposed to textual, to be clear with the semantics.) In other words "What feeling does this element create, and how does that inform the feel of the story?" In this instance, the gap that you've highlighted seems to be drawing the participants attention to the weather in some instances, but not others, probably to shift the tone of those instances when it does matter. Doubly so if it has mechanical impact, it is a means by which the environment-- Tolkien's "Wilderness" to borrow the concept, makes itself known to the participants. If say, things are harder to do in the rain, that drives home it's impact on the scene-- the dreariness and exhaustion, which sounds like the point of grind mechanic, from what you're saying. Meanwhile in the tone of the milieu, town is a place of safety, where the players can find comfortable refuge away from the rain, they don't have to worry about it there, so its touch is gone, along with the cloud it puts over the narrative. In other words the uneveness of the mechanic creates a kind of "Ludonarrative Harmony" between the narrative ideas of the wilderness as a place of stress /town as a place of safety, and the player's feelings of tension and frustration during each portion of the game. Similarly, from a simulation perspective, it doesn't have meaningful effects anymore because you're safe and can just go inside-- the game doesn't need the information for the simulation to impose logical effects on you, because there are none to impose, its giving the weather variable a null value while you're in town. [/QUOTE]
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