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Supposing D&D is gamist, what does that mean?
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<blockquote data-quote="pemerton" data-source="post: 8627310" data-attributes="member: 42582"><p>It may help you understand why your group struggles with playing (1). For instance, you may notice that (1) will tend to break down if all the PCs die and so a new party is needed, because then the players don't have the clues and story context to start again at the "save point" but the players <em>do</em> have the spoilers that will make playing through from the start a bit of a chore. Hence you may feel some pressure to to fudge dice or use deus ex machina techniques to avoid TPKs.</p><p></p><p>You might also notice that (1) breaks down if the players miss clues etc and so can't have their PCs move to the next scene/location, and hence (as GM) you may introduce new clues etc to make (1) work; but you might also notice that this tends to defeat the purpose of challenging the PCs to find the clues.</p><p></p><p>In other words, (1) works better for a characters-face-problems-high-concept-sim agenda than a gamist one, but aspects of D&D's resolution system (combat and how clues are discovered) tend to be challenge-oriented rather than experience-oriented. Hence the possible frustrations that one regularly sees discussed on these boards. Having a terminology or a conceptual framework to appreciate what is going on may be useful to someone wanting to understand and resolve those frustrations. (In parentheses: notice how CoC has some similar issues, and GUMSHOE resolves them by reconciling the system in favour of high-concept-sim, eliminating the <em>challenge</em> aspect of finding clues.)</p></blockquote><p></p>
[QUOTE="pemerton, post: 8627310, member: 42582"] It may help you understand why your group struggles with playing (1). For instance, you may notice that (1) will tend to break down if all the PCs die and so a new party is needed, because then the players don't have the clues and story context to start again at the "save point" but the players [i]do[/i] have the spoilers that will make playing through from the start a bit of a chore. Hence you may feel some pressure to to fudge dice or use deus ex machina techniques to avoid TPKs. You might also notice that (1) breaks down if the players miss clues etc and so can't have their PCs move to the next scene/location, and hence (as GM) you may introduce new clues etc to make (1) work; but you might also notice that this tends to defeat the purpose of challenging the PCs to find the clues. In other words, (1) works better for a characters-face-problems-high-concept-sim agenda than a gamist one, but aspects of D&D's resolution system (combat and how clues are discovered) tend to be challenge-oriented rather than experience-oriented. Hence the possible frustrations that one regularly sees discussed on these boards. Having a terminology or a conceptual framework to appreciate what is going on may be useful to someone wanting to understand and resolve those frustrations. (In parentheses: notice how CoC has some similar issues, and GUMSHOE resolves them by reconciling the system in favour of high-concept-sim, eliminating the [i]challenge[/i] aspect of finding clues.) [/QUOTE]
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Community
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Supposing D&D is gamist, what does that mean?
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