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General Tabletop Discussion
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Supposing D&D is gamist, what does that mean?
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<blockquote data-quote="pemerton" data-source="post: 8627380" data-attributes="member: 42582"><p>That's not what it says.</p><p></p><p>From PHB p 258:</p><p></p><p style="margin-left: 20px">You can also, with your DM’s approval, create a quest for your character. Such a quest can tie into your character’s background. For instance, perhaps your mother is the person whose remains lie in the Fortress of the Iron Ring. Quests can also relate to individual goals, such as a ranger searching for a magic bow to wield. Individual quests give you a stake in a campaign’s unfolding story and give your DM ingredients to help develop that story.</p><p></p><p>From DMG p 102 - "Quests are the fundamental story framework of an adventure".</p><p></p><p>In other words, players are encouraged to establish the fundamental story framework of adventures, contributing "ingredients" that the GM uses to help develop that story. In the example in the PHB, it is the <em>player</em> who establishes what is going on in the Fortress of the Iron Ring.</p><p></p><p>This is the same basic paradigm as a Belief in Burning Wheel. Like my PC's sidekick in the BW game where I'm a player, who had the Belief that "I'm not going to <em>finish</em> my career with no spellbooks and an empty purse!": out of that - via action declarations, and the GM's resulting narration of consequences and framing of scenes - came a whole "arc" of play involving Evards' tower (introduced into the fiction by me, the player) and Aramina's search for spellbooks, but also the GM's deft interweaving of my PC's backstory and Beliefs involving the honour of his family.</p><p></p><p>This is not the same thing as the GM dangling a hook and a player saying "OK then, my quest is to resolve that hook."</p></blockquote><p></p>
[QUOTE="pemerton, post: 8627380, member: 42582"] That's not what it says. From PHB p 258: [indent]You can also, with your DM’s approval, create a quest for your character. Such a quest can tie into your character’s background. For instance, perhaps your mother is the person whose remains lie in the Fortress of the Iron Ring. Quests can also relate to individual goals, such as a ranger searching for a magic bow to wield. Individual quests give you a stake in a campaign’s unfolding story and give your DM ingredients to help develop that story.[/indent] From DMG p 102 - "Quests are the fundamental story framework of an adventure". In other words, players are encouraged to establish the fundamental story framework of adventures, contributing "ingredients" that the GM uses to help develop that story. In the example in the PHB, it is the [i]player[/i] who establishes what is going on in the Fortress of the Iron Ring. This is the same basic paradigm as a Belief in Burning Wheel. Like my PC's sidekick in the BW game where I'm a player, who had the Belief that "I'm not going to [I]finish[/I] my career with no spellbooks and an empty purse!": out of that - via action declarations, and the GM's resulting narration of consequences and framing of scenes - came a whole "arc" of play involving Evards' tower (introduced into the fiction by me, the player) and Aramina's search for spellbooks, but also the GM's deft interweaving of my PC's backstory and Beliefs involving the honour of his family. This is not the same thing as the GM dangling a hook and a player saying "OK then, my quest is to resolve that hook." [/QUOTE]
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Supposing D&D is gamist, what does that mean?
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