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Supposing D&D is gamist, what does that mean?
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<blockquote data-quote="clearstream" data-source="post: 8634126" data-attributes="member: 71699"><p>I believe the most evident two that your set of four is missing are my</p><p></p><p><strong>Stakes-and-Risks</strong></p><p>An offer made for the consideration of some stakes at some odds. A good example is the likelihood of terminating use of a character costing at least the time invested in developing it, in exchange for increased future power. Often connects with Skill - Arena, but isn't Skill - Arena. For example, high Skill may produce a confidence that the odds are better. Or risk taking in the Arena may result in the Skill display becoming more thrilling. Note the evident mapping of this and the Score-and-Achievement binary to Edwards' "<em>performance with risk</em>", but this is a separate purpose that can be satisfied on its own terms. In fact, too much risk (chance) is often seen to be counter to skill expression.</p><p></p><p><strong>Construction-and-Perfection</strong></p><p>Perfection is the neurotic satisfaction in a tidy or controlled game state. Construction includes constructing a collection, and is found in all the places that players can make a choice to achieve a satisfying neatness and completeness. In RPG, it's noticeable in choices on offer in a system that "click" together. It can be mistaken for a concern for balance, where it is in fact concern for preservation and fulfillment of pattern. This is a powerful purpose that almost every game is designed to satisfy to some extent. Class-based designs, magic items, features that "click" together... and so on.</p><p></p><p></p><p>EDIT As an aside, I believe you need to do more to disambiguate motivations from purposes. What is the purpose of an RPG, if not to serve player motivations? Are you thinking of pure aesthetic forms, not intended for play?</p></blockquote><p></p>
[QUOTE="clearstream, post: 8634126, member: 71699"] I believe the most evident two that your set of four is missing are my [B]Stakes-and-Risks[/B] An offer made for the consideration of some stakes at some odds. A good example is the likelihood of terminating use of a character costing at least the time invested in developing it, in exchange for increased future power. Often connects with Skill - Arena, but isn't Skill - Arena. For example, high Skill may produce a confidence that the odds are better. Or risk taking in the Arena may result in the Skill display becoming more thrilling. Note the evident mapping of this and the Score-and-Achievement binary to Edwards' "[I]performance with risk[/I]", but this is a separate purpose that can be satisfied on its own terms. In fact, too much risk (chance) is often seen to be counter to skill expression. [B]Construction-and-Perfection[/B] Perfection is the neurotic satisfaction in a tidy or controlled game state. Construction includes constructing a collection, and is found in all the places that players can make a choice to achieve a satisfying neatness and completeness. In RPG, it's noticeable in choices on offer in a system that "click" together. It can be mistaken for a concern for balance, where it is in fact concern for preservation and fulfillment of pattern. This is a powerful purpose that almost every game is designed to satisfy to some extent. Class-based designs, magic items, features that "click" together... and so on. EDIT As an aside, I believe you need to do more to disambiguate motivations from purposes. What is the purpose of an RPG, if not to serve player motivations? Are you thinking of pure aesthetic forms, not intended for play? [/QUOTE]
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Supposing D&D is gamist, what does that mean?
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