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Supposing D&D is gamist, what does that mean?
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<blockquote data-quote="Crimson Longinus" data-source="post: 8632681" data-attributes="member: 7025508"><p>So I'm not at this point even try to commit to any orthodox terminology as there are so many different versions flying around and people cannot agree on many of them anyway. But I think a lot of games routinely combine things that in many of these classification schemes would be considered separate things.</p><p></p><p>Combining sim and challenge is easy, and probably automatically done in practically any simulationistic game. That the rules try to simulate reality doesn't in any way stop the players from trying to 'win' using them. Though challenge really can be combined to anything that has any reliable pattern or logic the players can engage with to achieve some perceived win or advantage. It can and is done even without any rules, as the challenge can simply be about interacting with the fictional situation in 'skilful' manner.</p><p></p><p>Like I have already made my position clear, you can combine genre and setting emulation, and evocation of moods, themes and tropes with practically everything, and practically all games do. Now as noted, certain types of genre emulations might conflict with (process) simulation, but with genres that that are more grounded to begin with this is really not a problem. </p><p></p><p>And then the story. Every RPG produces a story and in all of them the participants make decisions about the direction of said story. Some may care more about it being at least a half decent story. And even though mechanics will produce certain events without anyone's direct control, in any game there will be plenty of room to offer input to the story. Also, I don't see the system dictating some results as conflicting with the story, because by choosing a game as our creative medium in the first place, instead of merely writing a story we are in full control of, we have deliberately chosen to include this uncontrollable element, and thus presumably welcome it as important part of our creative process. And furthermore, of course any good story will have moments when the main characters', beliefs, values and dramatic needs are challenged, so the participants make sure that this will happen. </p><p></p><p>Right. So there! I feel pretty much all, at least most of this can happen in a typical roleplaying game without much noticeable conflict, with all these elements supporting each other and contributing the the enjoyable whole.</p></blockquote><p></p>
[QUOTE="Crimson Longinus, post: 8632681, member: 7025508"] So I'm not at this point even try to commit to any orthodox terminology as there are so many different versions flying around and people cannot agree on many of them anyway. But I think a lot of games routinely combine things that in many of these classification schemes would be considered separate things. Combining sim and challenge is easy, and probably automatically done in practically any simulationistic game. That the rules try to simulate reality doesn't in any way stop the players from trying to 'win' using them. Though challenge really can be combined to anything that has any reliable pattern or logic the players can engage with to achieve some perceived win or advantage. It can and is done even without any rules, as the challenge can simply be about interacting with the fictional situation in 'skilful' manner. Like I have already made my position clear, you can combine genre and setting emulation, and evocation of moods, themes and tropes with practically everything, and practically all games do. Now as noted, certain types of genre emulations might conflict with (process) simulation, but with genres that that are more grounded to begin with this is really not a problem. And then the story. Every RPG produces a story and in all of them the participants make decisions about the direction of said story. Some may care more about it being at least a half decent story. And even though mechanics will produce certain events without anyone's direct control, in any game there will be plenty of room to offer input to the story. Also, I don't see the system dictating some results as conflicting with the story, because by choosing a game as our creative medium in the first place, instead of merely writing a story we are in full control of, we have deliberately chosen to include this uncontrollable element, and thus presumably welcome it as important part of our creative process. And furthermore, of course any good story will have moments when the main characters', beliefs, values and dramatic needs are challenged, so the participants make sure that this will happen. Right. So there! I feel pretty much all, at least most of this can happen in a typical roleplaying game without much noticeable conflict, with all these elements supporting each other and contributing the the enjoyable whole. [/QUOTE]
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Supposing D&D is gamist, what does that mean?
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