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*Dungeons & Dragons
Supposing D&D is gamist, what does that mean?
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<blockquote data-quote="Hussar" data-source="post: 8628101" data-attributes="member: 22779"><p>Again, I don't think we're in disagreement here. The fact that your Dramatist elements are free form and not actually part of the system generally would imply to me that the system is at the very least agnostic about these elements. The mechanics might not directly work against you but, they're also not helping you at all. </p><p></p><p>IOW, at best we can say that some editions aren't hostile to drifting the game in a more Nar direction. That's not quite the same as saying that Nar/Dramatist play is a major (or even minor) part of the game.</p><p></p><p>I mean, I could fashion a Nar game out of Magic the Gathering cards. Hell, I DO fashion a Nar style game out of MtG cards for a character/group creation mini-game that I like to play in Session 0. Lay out a grid of about 64 MtG cards, chosen to be evocative of whatever theme of the campaign. Players take turns choosing one card per phase. In each phase, players choose one thing about that card - could be anything, art, text, colors, doesn't matter. So long as it's something on that card - that defines the element of that phase. The game lasts five (or possibly 6) phases. In the 4th and later phases, players may only choose cards from other players. These cards represent shared elements.</p><p></p><p>Phase 1 - Defines your central concept of the character. This is what this character is.</p><p>Phase 2 - Defines some goal for this character</p><p>Phase 3 - Defines some event in the past for this character.</p><p>Phase 4 - Choose a card from another player. This represents some connection between your character and whatever that card represents for that other player.</p><p>Phase 5 - Chose a card from a different player than in Phase 4. This This represents some connection between your character and whatever that card represents for that other player - Note, it is possible to choose a shared card, thus representing a link between your character and two other characters.</p><p>Phase 6 - (optional) Repeat Phase 5 but you may not choose a player from phase 4 or 5. </p><p></p><p>Now, this isn't really a full game. Of course it isn't. But, I'm now going to use all that material generated and that's going to help inform my decisions to challenge the party. Since I'm not really into Nar play, it's going to be largely material generated by me the GM, rather than the players, but, fair enough. I don't really do "no myth" play, so, this is going to be the foundational basis for this group which I'm then going to use to customize the campaign.</p><p></p><p>My point to all this being, none of this is based in D&D. I use this to inform my D&D play. But, it's 100% not part of D&D, so, I can't point to this as an example of how D&D supports Nar play.</p></blockquote><p></p>
[QUOTE="Hussar, post: 8628101, member: 22779"] Again, I don't think we're in disagreement here. The fact that your Dramatist elements are free form and not actually part of the system generally would imply to me that the system is at the very least agnostic about these elements. The mechanics might not directly work against you but, they're also not helping you at all. IOW, at best we can say that some editions aren't hostile to drifting the game in a more Nar direction. That's not quite the same as saying that Nar/Dramatist play is a major (or even minor) part of the game. I mean, I could fashion a Nar game out of Magic the Gathering cards. Hell, I DO fashion a Nar style game out of MtG cards for a character/group creation mini-game that I like to play in Session 0. Lay out a grid of about 64 MtG cards, chosen to be evocative of whatever theme of the campaign. Players take turns choosing one card per phase. In each phase, players choose one thing about that card - could be anything, art, text, colors, doesn't matter. So long as it's something on that card - that defines the element of that phase. The game lasts five (or possibly 6) phases. In the 4th and later phases, players may only choose cards from other players. These cards represent shared elements. Phase 1 - Defines your central concept of the character. This is what this character is. Phase 2 - Defines some goal for this character Phase 3 - Defines some event in the past for this character. Phase 4 - Choose a card from another player. This represents some connection between your character and whatever that card represents for that other player. Phase 5 - Chose a card from a different player than in Phase 4. This This represents some connection between your character and whatever that card represents for that other player - Note, it is possible to choose a shared card, thus representing a link between your character and two other characters. Phase 6 - (optional) Repeat Phase 5 but you may not choose a player from phase 4 or 5. Now, this isn't really a full game. Of course it isn't. But, I'm now going to use all that material generated and that's going to help inform my decisions to challenge the party. Since I'm not really into Nar play, it's going to be largely material generated by me the GM, rather than the players, but, fair enough. I don't really do "no myth" play, so, this is going to be the foundational basis for this group which I'm then going to use to customize the campaign. My point to all this being, none of this is based in D&D. I use this to inform my D&D play. But, it's 100% not part of D&D, so, I can't point to this as an example of how D&D supports Nar play. [/QUOTE]
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Supposing D&D is gamist, what does that mean?
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