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Supposing D&D is gamist, what does that mean?
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<blockquote data-quote="Hussar" data-source="post: 8625452" data-attributes="member: 22779"><p>Earlier it was mentioned about putting Story Now elements into D&D would be fine if it was placed in a separate module.</p><p></p><p>My problem with that is that it means that anyone who wants that style of play has to do 99% of the heavy lifting. Sure, you can add modules until the cows come home, but, there will be zero support for it. Every adventure module would have to be reworked a lot to fit the new agenda. The entire class structure becomes an issue because none of the classes are built around the idea of playing Story Now. And, let's not forget, that when you have some classes that are perfectly capable of entirely reshaping reality while some classes are entirely mundane, that's a problem as well. Magic simply bypasses so many challenges.</p><p></p><p>Now, a much softer Nar design would probably work. But, again, there needs to be some pretty clear explainations for it in the game, or you wind up with the reactions that we got in 4e to Skill Challenges. </p><p></p><p>It's possible, but, I really doubt it will happen. There's just too much really, really strong negative reaction to anything remotely even suggesting Story Now. Heck the recent thread that kind of spawned a lot of this discussion had a character declaring that his cousin (sister?) worked for the mayor and could help the party get into a meeting with the mayor and several people just flat out rejected the notion. Gamism in D&D is REALLY strong and anything that tries to drift D&D away from that is vehemently opposed.</p></blockquote><p></p>
[QUOTE="Hussar, post: 8625452, member: 22779"] Earlier it was mentioned about putting Story Now elements into D&D would be fine if it was placed in a separate module. My problem with that is that it means that anyone who wants that style of play has to do 99% of the heavy lifting. Sure, you can add modules until the cows come home, but, there will be zero support for it. Every adventure module would have to be reworked a lot to fit the new agenda. The entire class structure becomes an issue because none of the classes are built around the idea of playing Story Now. And, let's not forget, that when you have some classes that are perfectly capable of entirely reshaping reality while some classes are entirely mundane, that's a problem as well. Magic simply bypasses so many challenges. Now, a much softer Nar design would probably work. But, again, there needs to be some pretty clear explainations for it in the game, or you wind up with the reactions that we got in 4e to Skill Challenges. It's possible, but, I really doubt it will happen. There's just too much really, really strong negative reaction to anything remotely even suggesting Story Now. Heck the recent thread that kind of spawned a lot of this discussion had a character declaring that his cousin (sister?) worked for the mayor and could help the party get into a meeting with the mayor and several people just flat out rejected the notion. Gamism in D&D is REALLY strong and anything that tries to drift D&D away from that is vehemently opposed. [/QUOTE]
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Community
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Supposing D&D is gamist, what does that mean?
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