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Supposing D&D is gamist, what does that mean?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8633770" data-attributes="member: 82106"><p>Definitely amusing, and kind of cool. I think its a good example of the player engaging with the world through the perspective of the character, so nice RP.</p><p></p><p>I mean, I can't really say what a given GM in, say, Dungeon World, is going to frame into a scene. It is ENTIRELY going to reflect whatever the players have 'asked for'. So they will have answered certain questions, which may have established barons and treasure vaults, and pirates. Even if not, the GM in DW is certainly not powerless, and is not told that they cannot add elements for whatever reason. However, those elements will only be added which are relevant, they must be part of framing a scene or some move within a scene. Like, the GM might introduce pirates by framing a scene "you spot a black sail rising above the horizon to the north, looks like pirates!" Or maybe its a response to a Spout Lore move by a player and the GM responds with "You know that the Melmurian Sea is the abode of the infamous Crimson Captain, a pirate of great ill repute." I'd assume all of these put some sort of pressure on the PCs, they will either have to face the pirates, or some other negative consequence will arise, like they won't reach Star Island by Midsummer Day. Additionally GMs create fronts, so they COULD build in pirates that way too, though IMHO creating a front totally whole cloth that hasn't any basis in either current play or some premise that the participants have discussed in some fashion doesn't make a lot of sense. I guess a portent related to that front could act as a trial balloon, maybe if the players totally ignore it, then the pirates remain over the horizon and fade from view.</p><p></p><p>Players themselves have a lot of ways to bring stuff in though, and they really don't have any formal constraints. They can answer questions in ways that introduce new stuff, they can create a new bond which references something out of thin air, or they can simply role play it, though at that point the GM will have to oblige them.</p><p></p><p>No, but there's this weird idea that "5e does it OK" which is only true IMHO for a very narrow slice of possible RPG play styles. In fact IMHO it is a pretty narrow game. It may fight some use cases less strongly than some games, but what it does well is pretty narrow.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8633770, member: 82106"] Definitely amusing, and kind of cool. I think its a good example of the player engaging with the world through the perspective of the character, so nice RP. I mean, I can't really say what a given GM in, say, Dungeon World, is going to frame into a scene. It is ENTIRELY going to reflect whatever the players have 'asked for'. So they will have answered certain questions, which may have established barons and treasure vaults, and pirates. Even if not, the GM in DW is certainly not powerless, and is not told that they cannot add elements for whatever reason. However, those elements will only be added which are relevant, they must be part of framing a scene or some move within a scene. Like, the GM might introduce pirates by framing a scene "you spot a black sail rising above the horizon to the north, looks like pirates!" Or maybe its a response to a Spout Lore move by a player and the GM responds with "You know that the Melmurian Sea is the abode of the infamous Crimson Captain, a pirate of great ill repute." I'd assume all of these put some sort of pressure on the PCs, they will either have to face the pirates, or some other negative consequence will arise, like they won't reach Star Island by Midsummer Day. Additionally GMs create fronts, so they COULD build in pirates that way too, though IMHO creating a front totally whole cloth that hasn't any basis in either current play or some premise that the participants have discussed in some fashion doesn't make a lot of sense. I guess a portent related to that front could act as a trial balloon, maybe if the players totally ignore it, then the pirates remain over the horizon and fade from view. Players themselves have a lot of ways to bring stuff in though, and they really don't have any formal constraints. They can answer questions in ways that introduce new stuff, they can create a new bond which references something out of thin air, or they can simply role play it, though at that point the GM will have to oblige them. No, but there's this weird idea that "5e does it OK" which is only true IMHO for a very narrow slice of possible RPG play styles. In fact IMHO it is a pretty narrow game. It may fight some use cases less strongly than some games, but what it does well is pretty narrow. [/QUOTE]
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Supposing D&D is gamist, what does that mean?
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