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Supposing D&D is gamist, what does that mean?
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<blockquote data-quote="pemerton" data-source="post: 8632732" data-attributes="member: 42582"><p><a href="http://www.indie-rpgs.com/articles/15/" target="_blank">Here</a> is Edwards on the relationship between purist-for-system and high-concept simulationism:</p><p></p><p style="margin-left: 20px">At first glance, these games might look like additions to or specifications of the Purist for System design, mainly through plugging in a fixed Setting. However, I think that impression isn't accurate, and that the five elements are very differently related. The formula starts with one of Character, Situation, or Setting, with lots of Color, then the other two (Character, Situation, or Setting, whichever weren't in first place), with System being last in priority.</p><p></p><p>Edwards does not conclude that they are "the same" or "the one unit". He explains how they are different.</p><p></p><p>What they have in common is that both seek to heighten "exploration" of one or the other elements of RPGing: purist-for-system heightens exploration of <em>system</em> (ie the method by which we work out <em>what happens next</em> - what you call "being faithful to reason and consequences"), whereas high concept heightens exploration of <em>situation</em>, <em>character</em> and/or <em>setting</em>.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8632732, member: 42582"] [URL='http://www.indie-rpgs.com/articles/15/']Here[/URL] is Edwards on the relationship between purist-for-system and high-concept simulationism: [INDENT]At first glance, these games might look like additions to or specifications of the Purist for System design, mainly through plugging in a fixed Setting. However, I think that impression isn't accurate, and that the five elements are very differently related. The formula starts with one of Character, Situation, or Setting, with lots of Color, then the other two (Character, Situation, or Setting, whichever weren't in first place), with System being last in priority.[/INDENT] Edwards does not conclude that they are "the same" or "the one unit". He explains how they are different. What they have in common is that both seek to heighten "exploration" of one or the other elements of RPGing: purist-for-system heightens exploration of [I]system[/I] (ie the method by which we work out [I]what happens next[/I] - what you call "being faithful to reason and consequences"), whereas high concept heightens exploration of [I]situation[/I], [I]character[/I] and/or [I]setting[/I]. [/QUOTE]
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Supposing D&D is gamist, what does that mean?
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