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Supposing D&D is gamist, what does that mean?
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<blockquote data-quote="Manbearcat" data-source="post: 8626656" data-attributes="member: 6696971"><p>1) “Incorporating” into what? And “the game” is not what I’m looking for here. I’m pretty sure you mean either “the story” (the preconceived metaplot or setting or both) or something thereabouts.</p><p></p><p>Look at my post 427;<strong> "the nexus of play is player-evinced dramatic need/premise."</strong></p><p><strong></strong></p><p><strong>Nexus of play </strong>and<strong> incorporate </strong>are not compatible and if your reflexive response to that juxtaposed is “potat-o potat-ah” then we’ve got a lot more work to do to get on the same page.</p><p></p><p>2) No. “Elaborate backstories” are exactly not what I have in mind. That kind of character conception and either the GM or the player mapping it onto play is poison to Story Now play. That might seem like hyperbole, but I 100 % mean that word as a descriptor for the orientation toward play (for either a player or a GM) that “elaborate backstory” brings with it. It is a level of conception of character/setting that has a negative impact on both (a) curiosity (for player and GM alike) and (b) letting the system have its “say” which harms “play to find out” (and pushes toward realizing a power fantasy/mapping fan-fic onto play).</p><p></p><p></p><p></p><p>I’m assuming you’re talking Tweet’s Everway here? Can you give me a brief play example of what you have in mind here because Karma in Everway is about the player’s orientation to a decision-point. It’s not about system principles/procedures (“system’s say”) which constrain GM’s opposition.</p><p></p><p>So I need further input from you here to get at what you’re meaning and how it applies to what you’ve quoted. Maybe you’re using karma (little k) in a way I’m not familiar with?</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8626656, member: 6696971"] 1) “Incorporating” into what? And “the game” is not what I’m looking for here. I’m pretty sure you mean either “the story” (the preconceived metaplot or setting or both) or something thereabouts. Look at my post 427;[B] "the nexus of play is player-evinced dramatic need/premise." Nexus of play [/B]and[B] incorporate [/B]are not compatible and if your reflexive response to that juxtaposed is “potat-o potat-ah” then we’ve got a lot more work to do to get on the same page. 2) No. “Elaborate backstories” are exactly not what I have in mind. That kind of character conception and either the GM or the player mapping it onto play is poison to Story Now play. That might seem like hyperbole, but I 100 % mean that word as a descriptor for the orientation toward play (for either a player or a GM) that “elaborate backstory” brings with it. It is a level of conception of character/setting that has a negative impact on both (a) curiosity (for player and GM alike) and (b) letting the system have its “say” which harms “play to find out” (and pushes toward realizing a power fantasy/mapping fan-fic onto play). I’m assuming you’re talking Tweet’s Everway here? Can you give me a brief play example of what you have in mind here because Karma in Everway is about the player’s orientation to a decision-point. It’s not about system principles/procedures (“system’s say”) which constrain GM’s opposition. So I need further input from you here to get at what you’re meaning and how it applies to what you’ve quoted. Maybe you’re using karma (little k) in a way I’m not familiar with? [/QUOTE]
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Supposing D&D is gamist, what does that mean?
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