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Supposing D&D is gamist, what does that mean?
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<blockquote data-quote="Crimson Longinus" data-source="post: 8635424" data-attributes="member: 7025508"><p>Right.</p><p></p><p></p><p>What does this mean?</p><p></p><p></p><p>We tried to unpack this earlier, I don't think we quite got there. what makes some action 'a judgement'? Also, is every thing the characters do in a story now game 'a judgement?' Don't they ever just non judgementally put boots on or order a drink? What portion of the player actions need to be these judgements for qualify for Story Now?</p><p></p><p></p><p>Sure. I just don't think why on Earth you think this is at all unique to Story Now. In my game today the characters allied with a harpy. Fine by me, she seemed like a nice lass, if you don't mind murderous cannibals. (I was being unfear, it's technically not cannibalism, she wouldn't eat other harpies.)</p><p></p><p></p><p>Both, probably some other things too. When starting a game it is customary to agree upon what the game is at least roughly about, right? You seem to do so too, everyone does. It might be something very specific, or it might be pretty broad, but it practically always exists. And this premise informs and influences what sort of things the characters do in the game, thus it influences what sort of decisions the players make. Do you disagree with some part of this?</p><p></p><p></p><p>Right. This is the premise, and I'd assume it informs what sort of things the players declare their characters will actually do.</p><p></p><p>I am trying to nail down at which point in your book establishing a premise stops and establishing non-story-now-appropriate influences to the player decision making begins. Like if I say the theme of the game is 'sword and sorceryish pulp adventures" which it is? What if I said it is "Star Wars rebel heroes" game? That kinda implies morality. Is it just the limits to morality we are worried about here, or the style and flavour of things the characters are assumed to do?</p><p></p><p></p><p></p><p>No one is claimed 5e play is Story Now. Merely that that the things you define as indicators of story now can and are present in it. Hell, it is very common that things on both your story now and not-story-now lists are presents in the same game, happily mixed. Like some stakes are based on player defined character's dramatic needs, and some are GM established in reference to the setting. And of course in all sort of games the player's actions can have impact, and it is hella weird to think that they wouldn't. On your list of non-story-now only the first is one is at least somewhat recognisably present in my games. What this means, I don't, know,<em> except that your binary definitions do not reflect the reality. </em></p><p></p><p></p><p></p><p>Yeah, I absolutely love worldbuilding. If this is antithetical to story now, then that's a black mark against story now in my book.</p><p></p><p></p><p>Why does it matter? And certainly you know how the 5e rules work?</p><p></p><p></p><p></p><p>The point was about how character driven play occurs in non-story-now games. The players decide that they want to do something, they do, and then the story is suddenly about that.</p></blockquote><p></p>
[QUOTE="Crimson Longinus, post: 8635424, member: 7025508"] Right. What does this mean? We tried to unpack this earlier, I don't think we quite got there. what makes some action 'a judgement'? Also, is every thing the characters do in a story now game 'a judgement?' Don't they ever just non judgementally put boots on or order a drink? What portion of the player actions need to be these judgements for qualify for Story Now? Sure. I just don't think why on Earth you think this is at all unique to Story Now. In my game today the characters allied with a harpy. Fine by me, she seemed like a nice lass, if you don't mind murderous cannibals. (I was being unfear, it's technically not cannibalism, she wouldn't eat other harpies.) Both, probably some other things too. When starting a game it is customary to agree upon what the game is at least roughly about, right? You seem to do so too, everyone does. It might be something very specific, or it might be pretty broad, but it practically always exists. And this premise informs and influences what sort of things the characters do in the game, thus it influences what sort of decisions the players make. Do you disagree with some part of this? Right. This is the premise, and I'd assume it informs what sort of things the players declare their characters will actually do. I am trying to nail down at which point in your book establishing a premise stops and establishing non-story-now-appropriate influences to the player decision making begins. Like if I say the theme of the game is 'sword and sorceryish pulp adventures" which it is? What if I said it is "Star Wars rebel heroes" game? That kinda implies morality. Is it just the limits to morality we are worried about here, or the style and flavour of things the characters are assumed to do? No one is claimed 5e play is Story Now. Merely that that the things you define as indicators of story now can and are present in it. Hell, it is very common that things on both your story now and not-story-now lists are presents in the same game, happily mixed. Like some stakes are based on player defined character's dramatic needs, and some are GM established in reference to the setting. And of course in all sort of games the player's actions can have impact, and it is hella weird to think that they wouldn't. On your list of non-story-now only the first is one is at least somewhat recognisably present in my games. What this means, I don't, know,[I] except that your binary definitions do not reflect the reality. [/I] Yeah, I absolutely love worldbuilding. If this is antithetical to story now, then that's a black mark against story now in my book. Why does it matter? And certainly you know how the 5e rules work? The point was about how character driven play occurs in non-story-now games. The players decide that they want to do something, they do, and then the story is suddenly about that. [/QUOTE]
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