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Supposing D&D is gamist, what does that mean?
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<blockquote data-quote="Crimson Longinus" data-source="post: 8628252" data-attributes="member: 7025508"><p>Because it is actually about authoring fiction in very specific manner about very specific type of points. </p><p></p><p></p><p>I mean I really wouldn't describe trying to accurately model the functioning of several weapons as <em>enjoying the fiction for its own sake. </em>Also, what even "for its own sake" means? I'm sure we could dissect various way and reasons people enjoy fiction. Also, what happens if during a Story Now game the participants enjoy the resulting fiction for it's own sake? How it is measured whether they do? Frankly, the whole sentence seems vague and meaningless.</p><p></p><p></p><p>I see. So it actually is not enjoying the fiction for its own sake? It can actually be about making a point?</p><p> </p><p></p><p>It is not? It certainly can be explored via play.</p><p></p><p></p><p>Like in Story Now game you establish your character's dramatic needs before the play. </p><p></p><p></p><p>Pretty much everything in this apart the players being co-authors (if we understand this in brad sense as authoring significant setting elements rather than merely the actions, words, thought and feelings of their characters) can happen in character focused traditional game. Now what degree the system contributes to the narrative conflict of course depends on the system and what sort of conflicts you feel are narratively significant is a matter of taste. </p><p></p><p></p><p>So explore significant issue via character drama. Yes, a lot of games do this.</p><p></p><p></p><p>What is the difference between the premise and the theme? How is the premise not a theme? How are the dramatic needs we establish for characters at least directly informing the them if if not themes themselves? </p><p></p><p></p><p></p><p>So the difference is whether the there is theme of campaign or whether players bring the themes via their characters? But certainly in most games both of these things are present?</p><p></p><p></p><p></p><p>I have to say I find Edwards writing style extremely irritation and poor in conveying information. It is full of buzzwords and wishy washy vagueness. Probably a "me issue," but still. </p><p></p><p></p><p></p><p>And these are questions that can come across in any RPG. Yes, characters in RPGs tend to have beliefs and make choices.</p></blockquote><p></p>
[QUOTE="Crimson Longinus, post: 8628252, member: 7025508"] Because it is actually about authoring fiction in very specific manner about very specific type of points. I mean I really wouldn't describe trying to accurately model the functioning of several weapons as [I]enjoying the fiction for its own sake. [/I]Also, what even "for its own sake" means? I'm sure we could dissect various way and reasons people enjoy fiction. Also, what happens if during a Story Now game the participants enjoy the resulting fiction for it's own sake? How it is measured whether they do? Frankly, the whole sentence seems vague and meaningless. I see. So it actually is not enjoying the fiction for its own sake? It can actually be about making a point? It is not? It certainly can be explored via play. Like in Story Now game you establish your character's dramatic needs before the play. Pretty much everything in this apart the players being co-authors (if we understand this in brad sense as authoring significant setting elements rather than merely the actions, words, thought and feelings of their characters) can happen in character focused traditional game. Now what degree the system contributes to the narrative conflict of course depends on the system and what sort of conflicts you feel are narratively significant is a matter of taste. So explore significant issue via character drama. Yes, a lot of games do this. What is the difference between the premise and the theme? How is the premise not a theme? How are the dramatic needs we establish for characters at least directly informing the them if if not themes themselves? So the difference is whether the there is theme of campaign or whether players bring the themes via their characters? But certainly in most games both of these things are present? I have to say I find Edwards writing style extremely irritation and poor in conveying information. It is full of buzzwords and wishy washy vagueness. Probably a "me issue," but still. And these are questions that can come across in any RPG. Yes, characters in RPGs tend to have beliefs and make choices. [/QUOTE]
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Supposing D&D is gamist, what does that mean?
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