Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Supposing D&D is gamist, what does that mean?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="EzekielRaiden" data-source="post: 8632608" data-attributes="member: 6790260"><p>How do you examine the Conceit without doing something to portray or instantiate it? "Emulation" is just the process of portrayal. As said elsewhere, it is the act of elevating a concept so that one might appreciate it. Sometimes this will mean Emulation in the sense of genre and the conventions so associated. Sometimes it will mean Emulation in the sense of a specific author's work (Jack Vance, HP Lovecraft, JRR Tolkien), others an overall theme or idea with no singular source that goes a bit beyond genre proper ("wacky hijinks," "survival," "intrigue"), or cultural packages associated with particular time periods and/or regions (e.g. "Arabian Nights," "Wuxia," "Sword-and-Sandal"), etc.</p><p></p><p>By elevating this tone, theme, genre, style, idea, etc., the act of play becomes focused on generating the conditions that will fulfill the thing elevated in a satisfying and effective way. Situations (challenges, issues, etc.) will be shaped not by their naturalistic-rationalistic consequences, nor by the need to surmount obstacles, nor by the values the players wish to see put to the test. (Or, at least, those things will be a secondary consideration, filigree overtop the main focus.) Instead, situations will be shaped so that the Conceit itself will remain center stage, and an enjoyable experience and exploration thereof can occur.</p><p></p><p>This is why you get DMs saying things like "the point of the game is FUN, if the system produces un-fun results then you SHOULD change them." Because they have an unstated commitment to a Conceit, action-adventure, which is more important than perfect Groundedness or (semi-)objective Score. (Generally most D&D folks don't engage overmuch with Values-and-Issues play at all, so that's neithet here nor there.) This then leads almost inexorably to fudging, among other tools of DM force like illusionism, to ensure the Conceit remains unbroken and center stage. But because most DMs also have a commitment to <em>either</em> "the world is a 'real'/durable/tangible world, one that you can reason about and draw naturalistic conclusions from" <em>or</em> to "there are real challenges in the world that, purely through your own skill, cunning, and resourcefulness, you can overcome and truly own the victory for doing so," the vast majority of DMs who use these tactics (particularly fudging and illusionism) intuitively know that they must do so secretly or it will "ruin" the experience. </p><p></p><p>It's also why the criticism of these behaviors tends to focus on either "well that's not very naturalistic, how can you say you value realism and physics-engine play and then turn around and secretly rewrite the world when you 'need' to in order to 'fix' it?" Or, from the opposite direction, "doesn't that invalidate the players' successes? They didn't earn anything, you just handed them victory." And then folks who say they stopped doing this and found great success are, essentially, saying that either pure(r) Score-and-Achievement play, or pure(r) Groundedness-and-Simulation play, proved successful and generated experiences the players cherished even though the Conceit of "high-action adventure" was <em>not</em> always enjoyably front and center in the play experience (aka, Emulated). IOW, by this taxonomy, these are DMs saying they consciously chose to stop having C&E be the most important of their game-purposes, and instead allowed one of the others to be the most important instead.</p><p></p><p>Further, unlike Edwards, I have no issue with a game serving multiple purposes simultaneously. That the purposes are <em>incommensurate</em> is perfectly cromulent with pursuing more than one. It just means that, in general, there will be one which takes greatest precedent (perhaps universally, perhaps contextually, e.g. S&A in combat and G&S in exploration). So D&D can be a game where the fundamental mechanics are geared toward defining how difficult obstacles are to overcome in a semi-objective fashion (Score) with player actions determining whether they are able to succeed in their goals or not (Achievement), while featuring various themes and tones as the central presentation of those adventures (Conceits) and extemporaneously portraying those themes etc. (Emulation), in a world meant to be modelled closely as if it were a real place with consistent physical-and-magical laws (Groundedness) that one can rationally predict and reason about (Simulation). Non-centric Conceit-and-Emulation play will mention or feature Conceits (as most games will), but will be willing to compromise on actually fulfilling that Conceit in order to maintain some other goal should the two conflict.</p><p></p><p>(As noted above, Values-and-Issues play is mostly vestigial in D&D, for a variety of reasons. So I didn't mention that, not because it can't be done--it can, as the "4e as Story Now" folks attest--but because that's just not typically a component of the...standard game-purposes "package" for D&D DMs.)</p><p></p><p>This has the added bonus of giving an additional explanations for why "incoherent" systems would tend to predominate even when many players have one particular preferred game-purpose. (Not that my taxonomy has "incoherent" as a thing, since I think that was a pejorative error on Edwards' part. I'm just responding to his use of it.) That is, people may genuinely actually want different purposes at different times within the same game, or may want to satiate multiple interests over the course of play, so long as each gets some attention. This is a direct challenge to Edwards' assertion (which may or may not have been explicitly stated?) that each person can value one and only one "creative agenda" in a given game. (I don't think he was so foolish as to assert that someone can't enjoy a Sim game for its Sim-ness and a Nar game for its Nar-ness. But he definitely seemed to have said "you can't enjoy both Nar AND Sim in the same game.")</p><p></p><p></p><p>I'm not sure what you mean. If the purpose is to enjoyably examine a thematic concept (whatever form that takes), and the system ever, for any reason, tells you that a result is inconsistent with that thematic concept, it seems to me you have only two choices: (1) accept the result because you value something else more than you value portraying the thematic concept, or (2) reject the result because you value faithfulness to the concept more than other things, and thus alter the result so that it suits. The secrecy of fudging and illusionism are a separate concern, namely preserving the false impression that the game remains fully G&S or S&A—aka "Simulationist" or "Gamist"—that arises from trying to, in essence, have one's cake and eat it too.</p><p></p><p>Do you have an example of a Conceit where this dichotomy (whether to follow Conceit or system when the two conflict) is not possible even in principle? Because if the Conceit is just "be like reality but augmented with specific fantasy elements," that isn't a Conceit anymore, it's just Groundedness (and this similarity is part of what allowed GNS to err in putting the two in a single bucket.)</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 8632608, member: 6790260"] How do you examine the Conceit without doing something to portray or instantiate it? "Emulation" is just the process of portrayal. As said elsewhere, it is the act of elevating a concept so that one might appreciate it. Sometimes this will mean Emulation in the sense of genre and the conventions so associated. Sometimes it will mean Emulation in the sense of a specific author's work (Jack Vance, HP Lovecraft, JRR Tolkien), others an overall theme or idea with no singular source that goes a bit beyond genre proper ("wacky hijinks," "survival," "intrigue"), or cultural packages associated with particular time periods and/or regions (e.g. "Arabian Nights," "Wuxia," "Sword-and-Sandal"), etc. By elevating this tone, theme, genre, style, idea, etc., the act of play becomes focused on generating the conditions that will fulfill the thing elevated in a satisfying and effective way. Situations (challenges, issues, etc.) will be shaped not by their naturalistic-rationalistic consequences, nor by the need to surmount obstacles, nor by the values the players wish to see put to the test. (Or, at least, those things will be a secondary consideration, filigree overtop the main focus.) Instead, situations will be shaped so that the Conceit itself will remain center stage, and an enjoyable experience and exploration thereof can occur. This is why you get DMs saying things like "the point of the game is FUN, if the system produces un-fun results then you SHOULD change them." Because they have an unstated commitment to a Conceit, action-adventure, which is more important than perfect Groundedness or (semi-)objective Score. (Generally most D&D folks don't engage overmuch with Values-and-Issues play at all, so that's neithet here nor there.) This then leads almost inexorably to fudging, among other tools of DM force like illusionism, to ensure the Conceit remains unbroken and center stage. But because most DMs also have a commitment to [I]either[/I] "the world is a 'real'/durable/tangible world, one that you can reason about and draw naturalistic conclusions from" [I]or[/I] to "there are real challenges in the world that, purely through your own skill, cunning, and resourcefulness, you can overcome and truly own the victory for doing so," the vast majority of DMs who use these tactics (particularly fudging and illusionism) intuitively know that they must do so secretly or it will "ruin" the experience. It's also why the criticism of these behaviors tends to focus on either "well that's not very naturalistic, how can you say you value realism and physics-engine play and then turn around and secretly rewrite the world when you 'need' to in order to 'fix' it?" Or, from the opposite direction, "doesn't that invalidate the players' successes? They didn't earn anything, you just handed them victory." And then folks who say they stopped doing this and found great success are, essentially, saying that either pure(r) Score-and-Achievement play, or pure(r) Groundedness-and-Simulation play, proved successful and generated experiences the players cherished even though the Conceit of "high-action adventure" was [I]not[/I] always enjoyably front and center in the play experience (aka, Emulated). IOW, by this taxonomy, these are DMs saying they consciously chose to stop having C&E be the most important of their game-purposes, and instead allowed one of the others to be the most important instead. Further, unlike Edwards, I have no issue with a game serving multiple purposes simultaneously. That the purposes are [I]incommensurate[/I] is perfectly cromulent with pursuing more than one. It just means that, in general, there will be one which takes greatest precedent (perhaps universally, perhaps contextually, e.g. S&A in combat and G&S in exploration). So D&D can be a game where the fundamental mechanics are geared toward defining how difficult obstacles are to overcome in a semi-objective fashion (Score) with player actions determining whether they are able to succeed in their goals or not (Achievement), while featuring various themes and tones as the central presentation of those adventures (Conceits) and extemporaneously portraying those themes etc. (Emulation), in a world meant to be modelled closely as if it were a real place with consistent physical-and-magical laws (Groundedness) that one can rationally predict and reason about (Simulation). Non-centric Conceit-and-Emulation play will mention or feature Conceits (as most games will), but will be willing to compromise on actually fulfilling that Conceit in order to maintain some other goal should the two conflict. (As noted above, Values-and-Issues play is mostly vestigial in D&D, for a variety of reasons. So I didn't mention that, not because it can't be done--it can, as the "4e as Story Now" folks attest--but because that's just not typically a component of the...standard game-purposes "package" for D&D DMs.) This has the added bonus of giving an additional explanations for why "incoherent" systems would tend to predominate even when many players have one particular preferred game-purpose. (Not that my taxonomy has "incoherent" as a thing, since I think that was a pejorative error on Edwards' part. I'm just responding to his use of it.) That is, people may genuinely actually want different purposes at different times within the same game, or may want to satiate multiple interests over the course of play, so long as each gets some attention. This is a direct challenge to Edwards' assertion (which may or may not have been explicitly stated?) that each person can value one and only one "creative agenda" in a given game. (I don't think he was so foolish as to assert that someone can't enjoy a Sim game for its Sim-ness and a Nar game for its Nar-ness. But he definitely seemed to have said "you can't enjoy both Nar AND Sim in the same game.") I'm not sure what you mean. If the purpose is to enjoyably examine a thematic concept (whatever form that takes), and the system ever, for any reason, tells you that a result is inconsistent with that thematic concept, it seems to me you have only two choices: (1) accept the result because you value something else more than you value portraying the thematic concept, or (2) reject the result because you value faithfulness to the concept more than other things, and thus alter the result so that it suits. The secrecy of fudging and illusionism are a separate concern, namely preserving the false impression that the game remains fully G&S or S&A—aka "Simulationist" or "Gamist"—that arises from trying to, in essence, have one's cake and eat it too. Do you have an example of a Conceit where this dichotomy (whether to follow Conceit or system when the two conflict) is not possible even in principle? Because if the Conceit is just "be like reality but augmented with specific fantasy elements," that isn't a Conceit anymore, it's just Groundedness (and this similarity is part of what allowed GNS to err in putting the two in a single bucket.) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Supposing D&D is gamist, what does that mean?
Top