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Community
General Tabletop Discussion
*Dungeons & Dragons
Supposing D&D is gamist, what does that mean?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8632670" data-attributes="member: 82106"><p>"Dependence upon actual player input of evaluation/response/judgement." Aye, Professor! My brain is hurting a bit now <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> I feel a bit relieved to not be in academia at this moment, lol. </p><p></p><p>I mean, OK, it sounds to me like, at least in RE's judgement, Dying Earth, is on the 'examining the premise' side and this characterizes it more strongly than its adherence to the elements of, and exploration of, The Dying Earth milieu itself. That would, I expect, mean that play would be feasible in terms of addressing the premise of the game, without any meaningful reference to said milieu. I take it that the reference to a 'grey void' has that intent, you could replace Vance's setting with basically nothing at all, and simply play through specific scenes and not lose anything, whereas if your object was to enjoy an exposition of Vance's setting you could not do that. OK. </p><p></p><p>I do think that there can be even trickier parsing. For example: The whimsy which is cited is a prominent feature of the source literature itself, and is enhanced by setting details (particularly the overall characterization of the setting as being in the last days of the Earth, thus robbing all events of any long-term significance). So, yes, you can construct characters who play out whimsicality (and the rules provide reasons to do so as well) but I think it might be best to say that there's still a pretty strong strain of 'setting tourism' in this particular game. In fact I'd go so far as to state that the characterization of the PCs is IN SUPPORT OF properly generating that feeling of whimsy in the experience of the setting itself. Not to really nitpick with Edwards too much, I can see his point, but just to say that its a pretty fine point and maybe not the only way to parse that. I guess we could ask the opposite question, does the setting provide the whimsical feel even if the game doesn't address its presence as an attribute of the PCs? Or am I simply not understanding Edwards' argument at all? lol.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8632670, member: 82106"] "Dependence upon actual player input of evaluation/response/judgement." Aye, Professor! My brain is hurting a bit now ;) I feel a bit relieved to not be in academia at this moment, lol. I mean, OK, it sounds to me like, at least in RE's judgement, Dying Earth, is on the 'examining the premise' side and this characterizes it more strongly than its adherence to the elements of, and exploration of, The Dying Earth milieu itself. That would, I expect, mean that play would be feasible in terms of addressing the premise of the game, without any meaningful reference to said milieu. I take it that the reference to a 'grey void' has that intent, you could replace Vance's setting with basically nothing at all, and simply play through specific scenes and not lose anything, whereas if your object was to enjoy an exposition of Vance's setting you could not do that. OK. I do think that there can be even trickier parsing. For example: The whimsy which is cited is a prominent feature of the source literature itself, and is enhanced by setting details (particularly the overall characterization of the setting as being in the last days of the Earth, thus robbing all events of any long-term significance). So, yes, you can construct characters who play out whimsicality (and the rules provide reasons to do so as well) but I think it might be best to say that there's still a pretty strong strain of 'setting tourism' in this particular game. In fact I'd go so far as to state that the characterization of the PCs is IN SUPPORT OF properly generating that feeling of whimsy in the experience of the setting itself. Not to really nitpick with Edwards too much, I can see his point, but just to say that its a pretty fine point and maybe not the only way to parse that. I guess we could ask the opposite question, does the setting provide the whimsical feel even if the game doesn't address its presence as an attribute of the PCs? Or am I simply not understanding Edwards' argument at all? lol. [/QUOTE]
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Supposing D&D is gamist, what does that mean?
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