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Supposing D&D is gamist, what does that mean?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8629035" data-attributes="member: 82106"><p>Right, this is pretty similar to how our 4e campaign worked. I'd note that 4e is a really good game for this in MANY ways, and while it may not have been presented as THE intended way by WotC, it is sure amazing how well things meshed. It could hardly have been chance! It was stupid easy for instance to just pull an encounter (IE a scene) out of thin air! NO other version of D&D can easily do this (early classic D&D can really do OK, at least at low-mid levels since monsters are very simple and the game doesn't seem to demand a lot of elaboration of other elements to work well). 4e takes this to a whole other level though! Stuff is all keyworded, monsters are almost guaranteed to work in most situations as an appropriate challenge within known levels, etc. You have roles, types of monster (boss, underboss, threat, and mook), and just a lot of other similar stuff. Skill Challenges are even easier in a lot of cases; they can usually be worked through on the fly, and there were even times when I decided RETROACTIVELY that one started 'back there in the hall' so to speak.</p><p></p><p>4e also speaks really well to things like character motivations. While it lacks anything like DW bonds, FATE attributes, or BW beliefs and such, it has a really rich set of characterizing elements, and they can be mushed together in such a huge variety of ways that it is super easy to surface things ABOUT a character as mechanical attributes OF the character. There are some minor roadblocks here, like you need to level up to add something to a PC (except an item or a disease/condition). Still, given that all the essential GM advice is THERE (again, its fair to point out it is not always front and center, and there are some contradictions) and you can definitely use it.</p><p></p><p>I just find it highly improbable to suppose this was all some big accident! This gets even more preposterous when you see that there were 4e design team members POSTING ON THE FORGE back in the day. They sure had to know what Story Now and general narrative game design would have to look like! I sort of feel like maybe Mearles later may have regretted it and his weird insistence on classic adventure design was some sort of attempt to 'not go there', but I still cannot believe any of this was an accident. It would require assuming a remarkable degree of blindness and lack of knowledge of RPG design concepts on the part of people who's history confirms they DID have this knowledge.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8629035, member: 82106"] Right, this is pretty similar to how our 4e campaign worked. I'd note that 4e is a really good game for this in MANY ways, and while it may not have been presented as THE intended way by WotC, it is sure amazing how well things meshed. It could hardly have been chance! It was stupid easy for instance to just pull an encounter (IE a scene) out of thin air! NO other version of D&D can easily do this (early classic D&D can really do OK, at least at low-mid levels since monsters are very simple and the game doesn't seem to demand a lot of elaboration of other elements to work well). 4e takes this to a whole other level though! Stuff is all keyworded, monsters are almost guaranteed to work in most situations as an appropriate challenge within known levels, etc. You have roles, types of monster (boss, underboss, threat, and mook), and just a lot of other similar stuff. Skill Challenges are even easier in a lot of cases; they can usually be worked through on the fly, and there were even times when I decided RETROACTIVELY that one started 'back there in the hall' so to speak. 4e also speaks really well to things like character motivations. While it lacks anything like DW bonds, FATE attributes, or BW beliefs and such, it has a really rich set of characterizing elements, and they can be mushed together in such a huge variety of ways that it is super easy to surface things ABOUT a character as mechanical attributes OF the character. There are some minor roadblocks here, like you need to level up to add something to a PC (except an item or a disease/condition). Still, given that all the essential GM advice is THERE (again, its fair to point out it is not always front and center, and there are some contradictions) and you can definitely use it. I just find it highly improbable to suppose this was all some big accident! This gets even more preposterous when you see that there were 4e design team members POSTING ON THE FORGE back in the day. They sure had to know what Story Now and general narrative game design would have to look like! I sort of feel like maybe Mearles later may have regretted it and his weird insistence on classic adventure design was some sort of attempt to 'not go there', but I still cannot believe any of this was an accident. It would require assuming a remarkable degree of blindness and lack of knowledge of RPG design concepts on the part of people who's history confirms they DID have this knowledge. [/QUOTE]
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Supposing D&D is gamist, what does that mean?
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