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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: 8632300" data-attributes="member: 82106"><p>Well, the essay, being about AW design, doesn't really talk about SN and what sorts of agenda/principles would produce that kind of play, exactly. If you look at some of the more successful PbtAs that definitely do SN strongly, you can start to distill that out. Perhaps Vince someplace has an essay where he talks about that, though frankly the Dungeon World text does a pretty fair job in and of itself (though you may well change some of its techniques in other games for whatever reason, and their agendas may differ in part). Still, it seems FAIRLY clear to me what leads to good SN play. I agree that GMs in these games have very great narrative authority and can (and inevitably will to a degree) shape where things go. This is going to be true in other non-PbtA games where a GM scene frames as well. I mean, in our TB2 game [USER=6696971]@Manbearcat[/USER] introduced feral knife-wielding children! It was a logical move, and arose through use of the TB2 system, but that particular twist reflects a point at which he's really leaning on the ouvre of the game and amping it up! He could have, for instance, simply described the condition of the infant as highly precarious and given Jasper a nasty condition (IE wounded, you cut your hand while trying to do a C-Section) and then our problem would be getting off the mountain under those conditions. Instead he's pushed things in a direction of portraying a nasty brutish world where 7 year olds try to shiv you (granted, they have their reasons).</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8632300, member: 82106"] Well, the essay, being about AW design, doesn't really talk about SN and what sorts of agenda/principles would produce that kind of play, exactly. If you look at some of the more successful PbtAs that definitely do SN strongly, you can start to distill that out. Perhaps Vince someplace has an essay where he talks about that, though frankly the Dungeon World text does a pretty fair job in and of itself (though you may well change some of its techniques in other games for whatever reason, and their agendas may differ in part). Still, it seems FAIRLY clear to me what leads to good SN play. I agree that GMs in these games have very great narrative authority and can (and inevitably will to a degree) shape where things go. This is going to be true in other non-PbtA games where a GM scene frames as well. I mean, in our TB2 game [USER=6696971]@Manbearcat[/USER] introduced feral knife-wielding children! It was a logical move, and arose through use of the TB2 system, but that particular twist reflects a point at which he's really leaning on the ouvre of the game and amping it up! He could have, for instance, simply described the condition of the infant as highly precarious and given Jasper a nasty condition (IE wounded, you cut your hand while trying to do a C-Section) and then our problem would be getting off the mountain under those conditions. Instead he's pushed things in a direction of portraying a nasty brutish world where 7 year olds try to shiv you (granted, they have their reasons). [/QUOTE]
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Community
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Supposing D&D is gamist, what does that mean?
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