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Supposing D&D is gamist, what does that mean?
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<blockquote data-quote="Ovinomancer" data-source="post: 8629320" data-attributes="member: 16814"><p><strong>AGENDAS:</strong></p><p><strong></strong></p><p><strong>Make Apocalypse World seem real</strong></p><p>It’s in the details. It’s how you describe things, tastes, smells, sights, sounds, and touches. It’s making sure that, within the framework of the setting, there’s verisimilitude, that everything holds together and rings true. With this kind of game, you want players to go home thinking about it, to have the game have had an impact on them. They need to feel it.</p><p></p><p><strong>Make the player characters’ lives not boring</strong></p><p>If their lives are boring, why not do something else with your time? This is interactive fiction. When we go to a type of fiction for an escape or enjoyment, we don’t usually want to see boring, dull things happen to our characters. We want to see them in situations they might not be able to handle, being challenged, confronted, and pushed. Do that here.</p><p></p><p><strong>Play to find out what happens</strong></p><p>This is the big one, for me. This is what this game is all about. This is the thing that I want to see surge into other games where the GM is traditionally encouraged to prep a ton of material beforehand, to tell their story, rather than the story of the characters. If you’re doing this correctly, you’re going to end up with questions about things. What happens if Cutter doesn’t give Bolt-Head what she wants? Who will fill the power vacuum left after Sadie killed Dog Head? This is a space where this game demands you don’t answer that question away from the table. You come to the session with the question in mind and the play at the table determines the answer. It’s different for a lot of people, and it’s very satisfying.</p><p></p><p>Here the second two principles are about decision making and eschew internal cause, so not sim. You seem to be confusing flavor with focus on internal cause.</p><p></p><p><strong>PRINCIPLES</strong>:</p><p></p><ul> <li data-xf-list-type="ul">Barf forth apocalyptica.</li> <li data-xf-list-type="ul">Address yourself to the characters, not the players.</li> <li data-xf-list-type="ul">Make your move, but misdirect.</li> <li data-xf-list-type="ul">Make your move, but never speak its name.</li> <li data-xf-list-type="ul"><strong><strong>Look through cross-hairs.</strong></strong></li> <li data-xf-list-type="ul"><strong><strong>Name everyone, make everyone human.</strong></strong></li> <li data-xf-list-type="ul"><strong><strong>Ask provocative questions and build on the answers.</strong></strong></li> <li data-xf-list-type="ul"><strong><strong>Respond with f---ery and intermittent rewards.</strong></strong></li> <li data-xf-list-type="ul"><strong><strong>Be a fan of the players’ characters.</strong></strong></li> <li data-xf-list-type="ul">Think off-screen too.</li> <li data-xf-list-type="ul"><strong><strong>Sometimes, disclaim decision-making.</strong></strong></li> </ul><p></p><p>Emphasis added to Principles -- the bolded ones are distinction not about simulationism, and engaging them directly counters simulationism because they are directing you to not engage in internal cause decision making.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 8629320, member: 16814"] [B]AGENDAS: Make Apocalypse World seem real[/B] It’s in the details. It’s how you describe things, tastes, smells, sights, sounds, and touches. It’s making sure that, within the framework of the setting, there’s verisimilitude, that everything holds together and rings true. With this kind of game, you want players to go home thinking about it, to have the game have had an impact on them. They need to feel it. [B]Make the player characters’ lives not boring[/B] If their lives are boring, why not do something else with your time? This is interactive fiction. When we go to a type of fiction for an escape or enjoyment, we don’t usually want to see boring, dull things happen to our characters. We want to see them in situations they might not be able to handle, being challenged, confronted, and pushed. Do that here. [B]Play to find out what happens[/B] This is the big one, for me. This is what this game is all about. This is the thing that I want to see surge into other games where the GM is traditionally encouraged to prep a ton of material beforehand, to tell their story, rather than the story of the characters. If you’re doing this correctly, you’re going to end up with questions about things. What happens if Cutter doesn’t give Bolt-Head what she wants? Who will fill the power vacuum left after Sadie killed Dog Head? This is a space where this game demands you don’t answer that question away from the table. You come to the session with the question in mind and the play at the table determines the answer. It’s different for a lot of people, and it’s very satisfying. Here the second two principles are about decision making and eschew internal cause, so not sim. You seem to be confusing flavor with focus on internal cause. [B]PRINCIPLES[/B]: [LIST] [*]Barf forth apocalyptica. [*]Address yourself to the characters, not the players. [*]Make your move, but misdirect. [*]Make your move, but never speak its name. [*][B][B]Look through cross-hairs.[/B][/B] [*][B][B]Name everyone, make everyone human.[/B][/B] [*][B][B]Ask provocative questions and build on the answers.[/B][/B] [*][B][B]Respond with f---ery and intermittent rewards.[/B][/B] [*][B][B]Be a fan of the players’ characters.[/B][/B] [*]Think off-screen too. [*][B][B]Sometimes, disclaim decision-making.[/B][/B] [/LIST] Emphasis added to Principles -- the bolded ones are distinction not about simulationism, and engaging them directly counters simulationism because they are directing you to not engage in internal cause decision making. [/QUOTE]
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