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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="Thomas Shey" data-source="post: 8632709" data-attributes="member: 7026617"><p>This was more about reward structures baked into the game system. I'll present a simple one (that as far as I know, I may well have been the first person to ever do back in the day) character disadvantages that provide a gamist reward.</p><p></p><p>Superheroes have a number of tropes associated with them; they usually have strong personalities with distinct drives, they tend to accumulate ongoing enemies early, and they tend to have associates that are occasionally useful and often a hindrance.</p><p></p><p>Its easy for a hardcore gamist to avoid doing any of those; to be entirely utilitarian within the context of what they're doing, to try and make sure no enemies recur, and to keep themselves isolated by personal contacts that can be used against them (you see the latter all the time in the infamous rootless-orphan PCs that show up in a lot of games).</p><p></p><p>But all that is pretty much not something you see in that genre ever (even Iron Age heroes who kill everyone who looks at them bad manage to accumulate some degree of ongoing enemies often). So what I did was set up Disadvantages; things that were going to impair your function in some circumstances (some were non-social/psychological things like unusual physical vulnerabilities, too) but gave you a reward in more character build resource.</p><p></p><p>It wasn't a perfect solution (Disadvantage systems require players to be honest dealers who, if they take a disadvantage will actually acknowledge it and not go to too many backflips to work around it, and more modern designs argue that an ongoing reward (usually metacurrency) when triggered is better than one and done upfront award) but it generally served to get characters constructed who looked reasonably like the kind you saw in the sourceworks.</p></blockquote><p></p>
[QUOTE="Thomas Shey, post: 8632709, member: 7026617"] This was more about reward structures baked into the game system. I'll present a simple one (that as far as I know, I may well have been the first person to ever do back in the day) character disadvantages that provide a gamist reward. Superheroes have a number of tropes associated with them; they usually have strong personalities with distinct drives, they tend to accumulate ongoing enemies early, and they tend to have associates that are occasionally useful and often a hindrance. Its easy for a hardcore gamist to avoid doing any of those; to be entirely utilitarian within the context of what they're doing, to try and make sure no enemies recur, and to keep themselves isolated by personal contacts that can be used against them (you see the latter all the time in the infamous rootless-orphan PCs that show up in a lot of games). But all that is pretty much not something you see in that genre ever (even Iron Age heroes who kill everyone who looks at them bad manage to accumulate some degree of ongoing enemies often). So what I did was set up Disadvantages; things that were going to impair your function in some circumstances (some were non-social/psychological things like unusual physical vulnerabilities, too) but gave you a reward in more character build resource. It wasn't a perfect solution (Disadvantage systems require players to be honest dealers who, if they take a disadvantage will actually acknowledge it and not go to too many backflips to work around it, and more modern designs argue that an ongoing reward (usually metacurrency) when triggered is better than one and done upfront award) but it generally served to get characters constructed who looked reasonably like the kind you saw in the sourceworks. [/QUOTE]
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Supposing D&D is gamist, what does that mean?
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