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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="AbdulAlhazred" data-source="post: 8630975" data-attributes="member: 82106"><p>So true. You have taken the words practically right out of my mouth. If you are running dungeon crawls you really don't need much theory about how story focused narrative play would work. Whenever there's some 'role play' as opposed to challenging the dungeon to see what loot you can get, its either simply a specific type of player challenge (IE can you RP Dwarfian IV well enough to convince the orcs they need to give you the treasure map) or its a side thing or mere framing device (a lampshade) to get the action moving to the next dungeon delve. Later on that might get drifted into a type of what RE calls 'sim' where there's a more complicated GM produced meta-plot and the action might focus more on intrigue or politics, but rarely, if ever, will it revolve around some psychological point, or inner character conflict, or anything like that. </p><p></p><p>So, up until people started actually trying to focus their attention on how to produce an RPG experience that was primarily ABOUT what was going on in the character's head, the choices they had to make, the impact of their experienced on their values and psyche, there wasn't really a need for 'N' to exist as such. At best it was 'color'. In something like classic D&D a player could say "my character feels bad for the baby kobolds and spares their lives." but THE MOST that would follow from that would be some impact on their alignment, and even that depends on who's interpretation of alignment you're using! It surely isn't central to play!</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8630975, member: 82106"] So true. You have taken the words practically right out of my mouth. If you are running dungeon crawls you really don't need much theory about how story focused narrative play would work. Whenever there's some 'role play' as opposed to challenging the dungeon to see what loot you can get, its either simply a specific type of player challenge (IE can you RP Dwarfian IV well enough to convince the orcs they need to give you the treasure map) or its a side thing or mere framing device (a lampshade) to get the action moving to the next dungeon delve. Later on that might get drifted into a type of what RE calls 'sim' where there's a more complicated GM produced meta-plot and the action might focus more on intrigue or politics, but rarely, if ever, will it revolve around some psychological point, or inner character conflict, or anything like that. So, up until people started actually trying to focus their attention on how to produce an RPG experience that was primarily ABOUT what was going on in the character's head, the choices they had to make, the impact of their experienced on their values and psyche, there wasn't really a need for 'N' to exist as such. At best it was 'color'. In something like classic D&D a player could say "my character feels bad for the baby kobolds and spares their lives." but THE MOST that would follow from that would be some impact on their alignment, and even that depends on who's interpretation of alignment you're using! It surely isn't central to play! [/QUOTE]
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Supposing D&D is gamist, what does that mean?
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