Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Supposing D&D is gamist, what does that mean?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Ovinomancer" data-source="post: 8633345" data-attributes="member: 16814"><p>So D&D has embedded such switching forever, to the point many just accept it as part of the game. And that switching is evident in 5e APs -- where you have "the plot" embedded in the game, with directions to the GM on how to ensure events happen (so HCS), but then it presents moments that are handled through the mechanics. Most obvious is combat, which I'll circle back to, but quite often you have DC checks to find secret doors necessary to be found or walls climbed or social encounters. These are accepted, because they're so common and have history, but they clunk in practice and you see complaints about them show up. Fail that check and the game stops because you've moved into a situation were you've actually shifted to purist-for-system and that's not aligning with the HCS. This is just within simulationism (and probably another knife in model that it doesn't separate these two things more clearly). </p><p></p><p>Combat, though, is a big one. No one seems to notice the sudden shift to gamism here, but they complain about the downstream effects all the time. How combats are too easy (they're their to support HCS, but being evaluated from a gamist perspective); hitpoint recovery makes everything too easy (same); I had a TPK and now have to figure out how to get the replacements embedded in the plot again (gamism result disrupts HCS agenda); and so on. Myriad issues are caused here.</p><p></p><p>BUT, it works okay often enough and many GM's put their thumb on the scale to prevent this. I, myself, take a pass over the adventure prior to play and smooth places that I recognize will cause problems (too little or too much) to provide a more even experience, thus prioritizing the HCS agenda by tuning the gamist toggles to a point that I think they won't cause issues. Still happens, though. In one of my last few 5e games, I went much more strongly gamist -- a hexcrawl -- where it didn't matter if PCs died or whatever, but I very much paid attention to communicating information so that the players could make reasonable decisions (ie, avoided purist-for-system agenda pushes to stay within gamism). These were conscious choices. </p><p></p><p>But every time I pick up 5e, one of the things I absolutely know is that the game will require toggling between agendas and that this will be the largest challenge I have GMing the game. And I think this is the telling point -- the mark of a great GM isn't really creativeness or acting ability, but the ability to expertly manage these toggles. This is the primary cognitive overhead of the 5e GM.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 8633345, member: 16814"] So D&D has embedded such switching forever, to the point many just accept it as part of the game. And that switching is evident in 5e APs -- where you have "the plot" embedded in the game, with directions to the GM on how to ensure events happen (so HCS), but then it presents moments that are handled through the mechanics. Most obvious is combat, which I'll circle back to, but quite often you have DC checks to find secret doors necessary to be found or walls climbed or social encounters. These are accepted, because they're so common and have history, but they clunk in practice and you see complaints about them show up. Fail that check and the game stops because you've moved into a situation were you've actually shifted to purist-for-system and that's not aligning with the HCS. This is just within simulationism (and probably another knife in model that it doesn't separate these two things more clearly). Combat, though, is a big one. No one seems to notice the sudden shift to gamism here, but they complain about the downstream effects all the time. How combats are too easy (they're their to support HCS, but being evaluated from a gamist perspective); hitpoint recovery makes everything too easy (same); I had a TPK and now have to figure out how to get the replacements embedded in the plot again (gamism result disrupts HCS agenda); and so on. Myriad issues are caused here. BUT, it works okay often enough and many GM's put their thumb on the scale to prevent this. I, myself, take a pass over the adventure prior to play and smooth places that I recognize will cause problems (too little or too much) to provide a more even experience, thus prioritizing the HCS agenda by tuning the gamist toggles to a point that I think they won't cause issues. Still happens, though. In one of my last few 5e games, I went much more strongly gamist -- a hexcrawl -- where it didn't matter if PCs died or whatever, but I very much paid attention to communicating information so that the players could make reasonable decisions (ie, avoided purist-for-system agenda pushes to stay within gamism). These were conscious choices. But every time I pick up 5e, one of the things I absolutely know is that the game will require toggling between agendas and that this will be the largest challenge I have GMing the game. And I think this is the telling point -- the mark of a great GM isn't really creativeness or acting ability, but the ability to expertly manage these toggles. This is the primary cognitive overhead of the 5e GM. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Supposing D&D is gamist, what does that mean?
Top