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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: 8629342" data-attributes="member: 7025508"><p>Good, emulating the world, a making it feel real!</p><p></p><p></p><p>Yeah, like in Mad Max! I certainly wouldn't expect lives in apocalyptic world to be boring! Excellent genre emulation!</p><p></p><p></p><p><em>"Look through crosshairs. Whenever your attention lands on someone</em></p><p><em>or something that you own—an NPC or a feature of the landscape,</em></p><p><em>material or social—consider First killing it, overthrowing it, burning it</em></p><p><em>down, blowing it up, or burying it in the poisoned ground. An individual</em></p><p><em>NPC, a faction of NPCs, some arrangement between NPCs, even an</em></p><p><em>entire rival holding and its NPC warlord: crosshairs. It’s one of the game’s</em></p><p><em>slogans: “there are no status quos in Apocalypse World.” You can let the</em></p><p><em>players think that some arrangement or institution is reliable, if they’re</em></p><p><em>that foolish, but for you yourself: everything you own is, first, always and</em></p><p><em>overwhelmingly, a target."</em></p><p></p><p>This is clearly about emulating the burning, dying, dangerous apocalyptic world where nothing is certain. Very Mad Max. Totally in genre.</p><p></p><p></p><p>I'm not gonna quote long paragraphs of text for every one of these, but this is about making the NPCs real, giving them ambitions and gives some very genre appropriate examples. Supports genre emulation for sure.</p><p></p><p></p><p><em>"Once you have the player’s answer, build on it. I mean three things by that:</em></p><p><em>(1) barf apocalyptica upon it, by adding details and imagery of your own;</em></p><p><em>(2) refer to it later in play, bringing it back into currency; and (3) use it to</em></p><p><em>inform your own developing apocalyptic aesthetic, incorporating it—and</em></p><p><em>more importantly, its implications—into your own vision."</em></p><p></p><p>More about building the feel of the apocalyptic world.</p><p></p><p></p><p>And again a whole long text about how to make the world feel unreliable desperate and messed up. Very on genre.</p><p></p><p></p><p></p><p>A massive amount of this is about evoking the feel of the genre, and the few that directly are not do not in any way counter it. The whole game is super clearly and intentionally crafted to produce a visceral and real apoc fiction genre experience and is absurd to claim otherwise.</p><p></p><p><img src="https://c.tenor.com/287AWU57EZMAAAAC/tom-tomhardy.gif" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p></blockquote><p></p>
[QUOTE="Crimson Longinus, post: 8629342, member: 7025508"] Good, emulating the world, a making it feel real! Yeah, like in Mad Max! I certainly wouldn't expect lives in apocalyptic world to be boring! Excellent genre emulation! [I]"Look through crosshairs. Whenever your attention lands on someone or something that you own—an NPC or a feature of the landscape, material or social—consider First killing it, overthrowing it, burning it down, blowing it up, or burying it in the poisoned ground. An individual NPC, a faction of NPCs, some arrangement between NPCs, even an entire rival holding and its NPC warlord: crosshairs. It’s one of the game’s slogans: “there are no status quos in Apocalypse World.” You can let the players think that some arrangement or institution is reliable, if they’re that foolish, but for you yourself: everything you own is, first, always and overwhelmingly, a target."[/I] This is clearly about emulating the burning, dying, dangerous apocalyptic world where nothing is certain. Very Mad Max. Totally in genre. I'm not gonna quote long paragraphs of text for every one of these, but this is about making the NPCs real, giving them ambitions and gives some very genre appropriate examples. Supports genre emulation for sure. [I]"Once you have the player’s answer, build on it. I mean three things by that: (1) barf apocalyptica upon it, by adding details and imagery of your own; (2) refer to it later in play, bringing it back into currency; and (3) use it to inform your own developing apocalyptic aesthetic, incorporating it—and more importantly, its implications—into your own vision."[/I] More about building the feel of the apocalyptic world. And again a whole long text about how to make the world feel unreliable desperate and messed up. Very on genre. A massive amount of this is about evoking the feel of the genre, and the few that directly are not do not in any way counter it. The whole game is super clearly and intentionally crafted to produce a visceral and real apoc fiction genre experience and is absurd to claim otherwise. [IMG]https://c.tenor.com/287AWU57EZMAAAAC/tom-tomhardy.gif[/IMG] [/QUOTE]
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Supposing D&D is gamist, what does that mean?
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