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Supposing D&D is gamist, what does that mean?
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<blockquote data-quote="pemerton" data-source="post: 8632753" data-attributes="member: 42582"><p>Drama resolution is not the same as "just deciding". </p><p></p><p>Edwards says <a href="http://www.indie-rpgs.com/_articles/narr_essay.html" target="_blank">this</a> about the use of Drama resolution in "story now" play, and it seems quite consistent with what [USER=6696971]@Manbearcat[/USER] posted:</p><p></p><p style="margin-left: 20px">Frankly, un-structured Drama turns out to be ill-suited to Narrativist play. It's clear why people turn to it so consistently; years of suffering through task-resolution systems that fail to resolve conflict, with the attendant Simulationist creep of rules-revisions during the 1980s, is enough to put any aspirant Narrativist off of "rules" and "systems."</p><p></p><p>I think that Manbearcat's notion of "system's say" sits in the same general conceptual neighbourhood as Edwards's "structured" as opposed to "unstructured" drama.</p><p></p><p>In Torchbearer, there is drama resolution: the fortune mechanic for resolving a conflict tells us that a compromise is required, but there is then talking among the participants to work out exactly what that means. In Prince Valiant, as Edwards <a href="http://www.indie-rpgs.com/articles/5" target="_blank">points out</a>, there is drama resolution: </p><p></p><p style="margin-left: 20px">a certificate in Prince Valiant may be redeemed (lost) for a player to state that the character instantly subdues an opponent. The mechanic replaces the usual resolution system (comparing tossed coins), which is simply ignored. This illustrates a Drama metagame mechanic replacing a Fortune baseline mechanic and relying on an irreplaceable Resource.</p><p></p><p>This is all "structured" drama resolution.</p><p></p><p></p><p>What you're describing here seems like straight-down-the-line simulationist play. The player makes a decision. The system - either a mechanical process, or a process of GM decision-making consistent with the game's theme, genre, setting, etc - determines a consequence. (What you call <em>paying the piper</em>.)</p><p></p><p>These examples don't tell us anything about story now RPGing, as far as I can see.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8632753, member: 42582"] Drama resolution is not the same as "just deciding". Edwards says [url=http://www.indie-rpgs.com/_articles/narr_essay.html]this[/url] about the use of Drama resolution in "story now" play, and it seems quite consistent with what [USER=6696971]@Manbearcat[/USER] posted: [indent]Frankly, un-structured Drama turns out to be ill-suited to Narrativist play. It's clear why people turn to it so consistently; years of suffering through task-resolution systems that fail to resolve conflict, with the attendant Simulationist creep of rules-revisions during the 1980s, is enough to put any aspirant Narrativist off of "rules" and "systems."[/indent] I think that Manbearcat's notion of "system's say" sits in the same general conceptual neighbourhood as Edwards's "structured" as opposed to "unstructured" drama. In Torchbearer, there is drama resolution: the fortune mechanic for resolving a conflict tells us that a compromise is required, but there is then talking among the participants to work out exactly what that means. In Prince Valiant, as Edwards [url=http://www.indie-rpgs.com/articles/5]points out[/url], there is drama resolution: [indent]a certificate in Prince Valiant may be redeemed (lost) for a player to state that the character instantly subdues an opponent. The mechanic replaces the usual resolution system (comparing tossed coins), which is simply ignored. This illustrates a Drama metagame mechanic replacing a Fortune baseline mechanic and relying on an irreplaceable Resource.[/indent] This is all "structured" drama resolution. What you're describing here seems like straight-down-the-line simulationist play. The player makes a decision. The system - either a mechanical process, or a process of GM decision-making consistent with the game's theme, genre, setting, etc - determines a consequence. (What you call [i]paying the piper[/i].) These examples don't tell us anything about story now RPGing, as far as I can see. [/QUOTE]
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Supposing D&D is gamist, what does that mean?
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