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Supposing D&D is gamist, what does that mean?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8627185" data-attributes="member: 82106"><p>I agree that this is a valid interpretation. I look at this way, 4e is written the way it is because the torch bearing masses of grognards are NO JOKE. So it came down from on high, "don't lay it on too thick." Beyond that, philosophically its not a terrible thing to say "Hey, player, you can do this, you SHOULD do this, at least now and then, and you are CERTAINLY free to do this, but don't feel like its a burden we're laying on you to author all the quests in the game." In fact I never authored one single quest in all the time I ran 4e. I never even really NAMED quests in an explicit way, and I didn't bother with XP. Yet the game was still filled with quests! It really is a game OF quests, they are a natural outgrowth and necessary element of playing a Story Now type of 4e. Still, that isn't the whole of 4e and how it is presented. Quests are there for players, its informing them of that, that's all. </p><p></p><p>Honestly, in a more middle-of-the-road interpretation of 4e I would expect that the GM will introduce some sort of adventure, including a major quest and maybe a couple minor ones around the starting point. From there the GM would introduce at least one quest per adventure (which means every 2 levels or so maybe) and probably drop a lot of hints about other possible ones. Remember, the DMG says to encourage players to create quests! So, if you just follow the DMG and take it at face value, then more than 50% of quests are likely to be player initiated.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8627185, member: 82106"] I agree that this is a valid interpretation. I look at this way, 4e is written the way it is because the torch bearing masses of grognards are NO JOKE. So it came down from on high, "don't lay it on too thick." Beyond that, philosophically its not a terrible thing to say "Hey, player, you can do this, you SHOULD do this, at least now and then, and you are CERTAINLY free to do this, but don't feel like its a burden we're laying on you to author all the quests in the game." In fact I never authored one single quest in all the time I ran 4e. I never even really NAMED quests in an explicit way, and I didn't bother with XP. Yet the game was still filled with quests! It really is a game OF quests, they are a natural outgrowth and necessary element of playing a Story Now type of 4e. Still, that isn't the whole of 4e and how it is presented. Quests are there for players, its informing them of that, that's all. Honestly, in a more middle-of-the-road interpretation of 4e I would expect that the GM will introduce some sort of adventure, including a major quest and maybe a couple minor ones around the starting point. From there the GM would introduce at least one quest per adventure (which means every 2 levels or so maybe) and probably drop a lot of hints about other possible ones. Remember, the DMG says to encourage players to create quests! So, if you just follow the DMG and take it at face value, then more than 50% of quests are likely to be player initiated. [/QUOTE]
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Community
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Supposing D&D is gamist, what does that mean?
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