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Supposing D&D is gamist, what does that mean?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8626864" data-attributes="member: 82106"><p>Right, 2e talks about stories, and that they're ABOUT PCs to a degree, but it doesn't at any point suggest that the players are making choices about what these stories significant elements are. In fact it is more of a "if you reward all thieves for stealing stuff, then they will act more thiefy" basically. Likewise 1e tried to punish players for not faithfully role-playing their characters, by which they meant emulating the genre elements of being a fantasy fighter, giving color, and maybe at most making a somewhat sub-optimal choice based on character motivation now and then (but don't push it, or you will get ganked). The fundamental paradigm, up to 4e, was ALWAYS that the GM was making some sort of danger-filled gauntlet with treasure at the end and the players job is to navigate it without any foreknowledge. At most the 'treasure at the end' could be replaced with some reward related to the concerns of the character outside of 'get better gear'. Even that would NEVER be put in place by the player!</p><p></p><p>4e outright gives players license to invent their own motive for delving into situation X, and implies that the GM needs to incorporate elements into the story in order to make it happen. Yes, there's still a thin layer of "well, technically you COULD say 'no', but you really aughtn't do that."</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8626864, member: 82106"] Right, 2e talks about stories, and that they're ABOUT PCs to a degree, but it doesn't at any point suggest that the players are making choices about what these stories significant elements are. In fact it is more of a "if you reward all thieves for stealing stuff, then they will act more thiefy" basically. Likewise 1e tried to punish players for not faithfully role-playing their characters, by which they meant emulating the genre elements of being a fantasy fighter, giving color, and maybe at most making a somewhat sub-optimal choice based on character motivation now and then (but don't push it, or you will get ganked). The fundamental paradigm, up to 4e, was ALWAYS that the GM was making some sort of danger-filled gauntlet with treasure at the end and the players job is to navigate it without any foreknowledge. At most the 'treasure at the end' could be replaced with some reward related to the concerns of the character outside of 'get better gear'. Even that would NEVER be put in place by the player! 4e outright gives players license to invent their own motive for delving into situation X, and implies that the GM needs to incorporate elements into the story in order to make it happen. Yes, there's still a thin layer of "well, technically you COULD say 'no', but you really aughtn't do that." [/QUOTE]
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Community
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Supposing D&D is gamist, what does that mean?
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