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General Tabletop Discussion
*Dungeons & Dragons
Supposing D&D is gamist, what does that mean?
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<blockquote data-quote="clearstream" data-source="post: 8626644" data-attributes="member: 71699"><p>The DMG II for 3.5e goes into player authored quests. I don't know if that term is used word-for-word, but the sense is certainly one of player authorship. I know that doesn't amount to something that's "always been done" but it does surely pre-date 4e. Publication date is 2005.</p><p></p><p>[EDIT Reading that 3.5e game text now, it's worded in a way that describes a preexisting behaviour, so maybe it really does support "always been done"? Language such as "Players drawn by this incentive are simultaneously easy and difficult to please. They are self-starters who provide material for you to work with and take your game in surprising new directions. To make full use of their contributions, though, requires a flair for improvisation." So there are those players, we know something about their traits, and so on. The text encourages a DM to listen to their players and develop out quests in directions indicated in their backstories, etc. There's a sense of attempting to bridge between play styles, suggesting to me that the author might indeed have felt that this kind of play was not common.]</p></blockquote><p></p>
[QUOTE="clearstream, post: 8626644, member: 71699"] The DMG II for 3.5e goes into player authored quests. I don't know if that term is used word-for-word, but the sense is certainly one of player authorship. I know that doesn't amount to something that's "always been done" but it does surely pre-date 4e. Publication date is 2005. [EDIT Reading that 3.5e game text now, it's worded in a way that describes a preexisting behaviour, so maybe it really does support "always been done"? Language such as "Players drawn by this incentive are simultaneously easy and difficult to please. They are self-starters who provide material for you to work with and take your game in surprising new directions. To make full use of their contributions, though, requires a flair for improvisation." So there are those players, we know something about their traits, and so on. The text encourages a DM to listen to their players and develop out quests in directions indicated in their backstories, etc. There's a sense of attempting to bridge between play styles, suggesting to me that the author might indeed have felt that this kind of play was not common.] [/QUOTE]
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Supposing D&D is gamist, what does that mean?
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