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Supposing D&D is gamist, what does that mean?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8627404" data-attributes="member: 82106"><p>And I've posited that this is one of the best explanations for why a more classic RPG paradigm persists. It is really hard to write material for Story Now play. I mean, not at all impossible, most of 4e outside of adventures is quite handy, but extensive setting with lots of metaplot and such, and detailed adventures of course, are just not useful. I think most people today have also been rather trained to consume vs to create. No RPG is likely to be PASSIVE consumption, but a D&D module is definitely closer to 'watching a movie' than playing Dungeon World is, which will really require active participation in multiple dimensions of generating world details, character motivations, and action descriptions, plans, etc. Marketing dollars seem likely to go to the classic game style, as it is better understood, and generates more spin off IP and whatnot. Notice how Indy games tend to be rather ephemeral, but D&D has FR, WoG, SJ, DS, DL, etc. etc. etc. that tends to kind of keep people engaged. I think at least half of why BitD has remained popular for a few years now is that Doskvol is actually pretty atmospheric and engages people's imagination. DW OTOH, each campaign is virtually just a throw away world.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8627404, member: 82106"] And I've posited that this is one of the best explanations for why a more classic RPG paradigm persists. It is really hard to write material for Story Now play. I mean, not at all impossible, most of 4e outside of adventures is quite handy, but extensive setting with lots of metaplot and such, and detailed adventures of course, are just not useful. I think most people today have also been rather trained to consume vs to create. No RPG is likely to be PASSIVE consumption, but a D&D module is definitely closer to 'watching a movie' than playing Dungeon World is, which will really require active participation in multiple dimensions of generating world details, character motivations, and action descriptions, plans, etc. Marketing dollars seem likely to go to the classic game style, as it is better understood, and generates more spin off IP and whatnot. Notice how Indy games tend to be rather ephemeral, but D&D has FR, WoG, SJ, DS, DL, etc. etc. etc. that tends to kind of keep people engaged. I think at least half of why BitD has remained popular for a few years now is that Doskvol is actually pretty atmospheric and engages people's imagination. DW OTOH, each campaign is virtually just a throw away world. [/QUOTE]
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