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General Tabletop Discussion
*Dungeons & Dragons
Supposing D&D is gamist, what does that mean?
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<blockquote data-quote="pemerton" data-source="post: 8631729" data-attributes="member: 42582"><p>So maybe the way in would be to ask what <em>other</em> reason they might have for doing that?</p><p></p><p>Genre emulation is closely related to what Edwards calls "karaoke RPGing". His critique of "karaoke", from the point of view of narrativist/"story now" play, is this: "why present the <em>results</em> of the play-experience as the <em>material</em> for another person's experience?"</p><p></p><p>AW uses certain post-apocalyptic tropes - hardholds, motorcycles gangs and car nuts, weird cults on the burnflats. In this way it is like any other RPG - RPGs <em>as such</em> involve the creation of shared fiction, very often along genre lines.</p><p></p><p>But AW <em>does not set out</em> to use the results of someone else's musings with or about genre as the <em>material</em> for the participants' experience. The goal is <em>not</em> to have the participants walk away and say "That was just like being in Mad Max!" They may do that, they may not, but that's not the point. And we can see this in the mechanics: no one gets mechanically rewarded or advantaged because they have their PC do "just what Max would do".</p><p></p><p>Contrast, say, CoC or Trail of Cthulhu which <em>do</em> aspire to produce play experiences that are just like being in some sort of cosmic horror mystery/detective story, and which <em>won't work</em> if the players don't have their PCs do the sorts of things that a HPL protagonist would do.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8631729, member: 42582"] So maybe the way in would be to ask what [I]other[/I] reason they might have for doing that? Genre emulation is closely related to what Edwards calls "karaoke RPGing". His critique of "karaoke", from the point of view of narrativist/"story now" play, is this: "why present the [I]results[/I] of the play-experience as the [I]material[/I] for another person's experience?" AW uses certain post-apocalyptic tropes - hardholds, motorcycles gangs and car nuts, weird cults on the burnflats. In this way it is like any other RPG - RPGs [i]as such[/i] involve the creation of shared fiction, very often along genre lines. But AW [i]does not set out[/i] to use the results of someone else's musings with or about genre as the [i]material[/i] for the participants' experience. The goal is [i]not[/i] to have the participants walk away and say "That was just like being in Mad Max!" They may do that, they may not, but that's not the point. And we can see this in the mechanics: no one gets mechanically rewarded or advantaged because they have their PC do "just what Max would do". Contrast, say, CoC or Trail of Cthulhu which [i]do[/i] aspire to produce play experiences that are just like being in some sort of cosmic horror mystery/detective story, and which [i]won't work[/i] if the players don't have their PCs do the sorts of things that a HPL protagonist would do. [/QUOTE]
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Supposing D&D is gamist, what does that mean?
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