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Supposing D&D is gamist, what does that mean?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8634608" data-attributes="member: 82106"><p>Right, I agree with the analysis of 4e. What I found was that you could do some interesting 'arena combats' basically, and my first early play was just devising some simple 'dungeon' type setups that presented interesting technical challenges (the DMG's Kobold Hall also takes this path). I remember there was a fight with some goblins where there was a dilapidated house and some wagons that provided various terrains, choke points, etc. and the different types of goblins (the lurker, the skirmisher, the brute, and the leader) could be handled by properly employing the terrain. However, the PCs only motive here was a quest given by me, the GM, and some basic genre logic and "we're the good guys." The adventure was entirely my invention. So that works reasonably well in 4e. The problem I found was that generating endless variations of fresh tactical challenges is too shallow by itself.</p><p></p><p>So, I discovered that the cooler way to run it was very very low prep (like I'd cut and paste a bunch of stat blocks I might use onto a sheet and print it before play, not much else). The players would simply get dropped into some situation that demanded, due to internal logic they had expressed through character build choices, backstory, or just OOC commentary and questioning, some sort of 'answer' from the characters. That would be folded into an SC or a tactical combat challenge where the parameters would arise out of this 'question' (dramatic need) and the players would mine the system for ways to answer it, either using stock powers and some RP, or improvised actions, etc. Usually 'victory' didn't really consist of 'wipe out the other side', though being D&D that was usually one possible outcome! </p><p></p><p>Generally speaking the results of one encounter would then ramify into more encounters following some sort of general theme. For example I invented a type of monster, the Vuul, which were these sort of spirit/werewolf type creatures. I forget exactly why that form, I think there was a PC who had a thing with werewolves, was a shifter, etc. and so there was this element of family heritage playing into it, the honor of a paladin, the ranger's girlfriend was in danger, etc.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8634608, member: 82106"] Right, I agree with the analysis of 4e. What I found was that you could do some interesting 'arena combats' basically, and my first early play was just devising some simple 'dungeon' type setups that presented interesting technical challenges (the DMG's Kobold Hall also takes this path). I remember there was a fight with some goblins where there was a dilapidated house and some wagons that provided various terrains, choke points, etc. and the different types of goblins (the lurker, the skirmisher, the brute, and the leader) could be handled by properly employing the terrain. However, the PCs only motive here was a quest given by me, the GM, and some basic genre logic and "we're the good guys." The adventure was entirely my invention. So that works reasonably well in 4e. The problem I found was that generating endless variations of fresh tactical challenges is too shallow by itself. So, I discovered that the cooler way to run it was very very low prep (like I'd cut and paste a bunch of stat blocks I might use onto a sheet and print it before play, not much else). The players would simply get dropped into some situation that demanded, due to internal logic they had expressed through character build choices, backstory, or just OOC commentary and questioning, some sort of 'answer' from the characters. That would be folded into an SC or a tactical combat challenge where the parameters would arise out of this 'question' (dramatic need) and the players would mine the system for ways to answer it, either using stock powers and some RP, or improvised actions, etc. Usually 'victory' didn't really consist of 'wipe out the other side', though being D&D that was usually one possible outcome! Generally speaking the results of one encounter would then ramify into more encounters following some sort of general theme. For example I invented a type of monster, the Vuul, which were these sort of spirit/werewolf type creatures. I forget exactly why that form, I think there was a PC who had a thing with werewolves, was a shifter, etc. and so there was this element of family heritage playing into it, the honor of a paladin, the ranger's girlfriend was in danger, etc. [/QUOTE]
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Supposing D&D is gamist, what does that mean?
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