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Community
General Tabletop Discussion
*Dungeons & Dragons
Supposing D&D is gamist, what does that mean?
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<blockquote data-quote="Ovinomancer" data-source="post: 8628369" data-attributes="member: 16814"><p>Actually, I didn't get to answer that because plane ride, but thanks for bringing it back up -- I had forgotten it. </p><p></p><p>If you take PbtA and you drift it into Sim, you're going to find that the system hates you. Plenty of people do this, because they think sim, like from D&D, and try to run DW the same way. But then the system just doesn't work very well. You can force it, but you have to discount and ignore and modify like crazy and it clunks, hard. There's a few threads around that showcase this exact thing. So, no, you really can't use the same "how" for a sim game as for a SN game. You might be able to go gamist, though, as there can be a great deal of overlap in mechanics between the two, but how they're used is different.</p><p></p><p>So, no, the how is a pretty big part of it. 4e run in a gamist way doesn't really look like 4e run in a narrative way, because while the mechanics are the same for both, how they're invoked and used is different. For example, a skill challenge. In a gamist approach, the GM can script the challenge and the players are always going to be pushing for best match skill use to ensure that the challenge is won. In a narrative approach, the GM isn't scripting the challenge, but instead framing new obstacles every time the current one is dealt with (pass or fail) and taking what's happened and weaving it into the challenge. Best skill use is not prioritized, rather taking actions that promote the advocacy for the character are, whatever makes sense in the current situation. But resolution for each is identical, however how they're approached and applied is pretty different.</p><p></p><p>Trying to use a skill challenge for simulationist play is tough -- it doesn't align well. But, then, this is true of most of 4e.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 8628369, member: 16814"] Actually, I didn't get to answer that because plane ride, but thanks for bringing it back up -- I had forgotten it. If you take PbtA and you drift it into Sim, you're going to find that the system hates you. Plenty of people do this, because they think sim, like from D&D, and try to run DW the same way. But then the system just doesn't work very well. You can force it, but you have to discount and ignore and modify like crazy and it clunks, hard. There's a few threads around that showcase this exact thing. So, no, you really can't use the same "how" for a sim game as for a SN game. You might be able to go gamist, though, as there can be a great deal of overlap in mechanics between the two, but how they're used is different. So, no, the how is a pretty big part of it. 4e run in a gamist way doesn't really look like 4e run in a narrative way, because while the mechanics are the same for both, how they're invoked and used is different. For example, a skill challenge. In a gamist approach, the GM can script the challenge and the players are always going to be pushing for best match skill use to ensure that the challenge is won. In a narrative approach, the GM isn't scripting the challenge, but instead framing new obstacles every time the current one is dealt with (pass or fail) and taking what's happened and weaving it into the challenge. Best skill use is not prioritized, rather taking actions that promote the advocacy for the character are, whatever makes sense in the current situation. But resolution for each is identical, however how they're approached and applied is pretty different. Trying to use a skill challenge for simulationist play is tough -- it doesn't align well. But, then, this is true of most of 4e. [/QUOTE]
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Supposing D&D is gamist, what does that mean?
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