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General Tabletop Discussion
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Supposing D&D is gamist, what does that mean?
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<blockquote data-quote="pemerton" data-source="post: 8629506" data-attributes="member: 42582"><p>[USER=16814]@Ovinomancer[/USER] gave an answer to this. What I'll add is that the expectations of play, and the principles that help establish those expectations, and that set out how authorities are to be exercised, would be focused on evoking and reinforcing a certain sort of fiction. Techniques - be they mechanical or otherwise - would be included to help make sure that the desired exploration is prioritised. The injection of other concerns by the participants would be discouraged.</p><p></p><p>In the context of AW, this would probably mean rules around scarcity of resources (especially petrol), rules for encountering hazardous wastelands and their mutant inhabitants, etc. There would be no expectation that the obstacles a character faces are reflective of the thematic and dramatic trajectory of play; rather, these would be established by reference to maps and tables, and what makes for a cool "apocalypse world". A fairly standard approach to Dark Sun play illustrates the idea.</p><p></p><p>I think this is because 3fold simulationism roughly overlaps with Edwards's purist-for-system.</p><p></p><p>It is not located within a broader conception of exploration for its own sake. Thus it lacks the resources to (eg) answer [USER=7025508]@Crimson Longinus[/USER]'s question about Apocalypse World and genre.</p><p></p><p>It's almost like <em>the principles and expectations that will govern the use of authority</em> is fundamental! If only someone had posted that back on page 10 of the thread (Oh wait . . .)</p></blockquote><p></p>
[QUOTE="pemerton, post: 8629506, member: 42582"] [USER=16814]@Ovinomancer[/USER] gave an answer to this. What I'll add is that the expectations of play, and the principles that help establish those expectations, and that set out how authorities are to be exercised, would be focused on evoking and reinforcing a certain sort of fiction. Techniques - be they mechanical or otherwise - would be included to help make sure that the desired exploration is prioritised. The injection of other concerns by the participants would be discouraged. In the context of AW, this would probably mean rules around scarcity of resources (especially petrol), rules for encountering hazardous wastelands and their mutant inhabitants, etc. There would be no expectation that the obstacles a character faces are reflective of the thematic and dramatic trajectory of play; rather, these would be established by reference to maps and tables, and what makes for a cool "apocalypse world". A fairly standard approach to Dark Sun play illustrates the idea. I think this is because 3fold simulationism roughly overlaps with Edwards's purist-for-system. It is not located within a broader conception of exploration for its own sake. Thus it lacks the resources to (eg) answer [USER=7025508]@Crimson Longinus[/USER]'s question about Apocalypse World and genre. It's almost like [i]the principles and expectations that will govern the use of authority[/i] is fundamental! If only someone had posted that back on page 10 of the thread (Oh wait . . .) [/QUOTE]
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Supposing D&D is gamist, what does that mean?
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