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General Tabletop Discussion
*Dungeons & Dragons
Supposing D&D is gamist, what does that mean?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8635876" data-attributes="member: 82106"><p>I don't really get what this is saying. I mean, we play RPGs, and I've played 1000's upon 1000's of sessions, and there's always been some process and rules. Some games may be more free form in terms of specifying less than others, but whatever the procedures, process, principles, and rules of play are, they are governing. When combat starts you do certain things. Sure, there's an attitude of suspension of disbelief and (possibly, not in all RPGs) taking up of 'character stance' and RP. That doesn't ignore the game elements though! You don't go into some mystical 'circle' where people stop playing and just tell a story. No, when in HoML a player describes their character's intent to accomplish something, and then proposes the means by which it will happen, a specific section of the rules is invoked! The GM will say "OK, hmmm, that seems like Surviving is the governing mode, use your Survival knack!" and then the player does their part in that process, maybe they ask for help, maybe they utilize a practice of some sort to improve their chances, or even change the mode to something else "Oh, I drink my potion of flying and avoid the nasty swim across the icy river." OK, now its an Athletics check to see if you fly to the right place. I mean, hopefully, the players are experiencing the feeling of 'being there' and inhabiting the character, but its far from the whole experience, and it isn't disengaged from the system. </p><p></p><p>Now, other games may be closer to what you're talking about, where there are many fewer rules and/or they are all handled on the GM side, or whatever. I don't know. I can think of games that certainly could be/are played with very little OOC decision making by players, like maybe PACE when really well run could do that.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8635876, member: 82106"] I don't really get what this is saying. I mean, we play RPGs, and I've played 1000's upon 1000's of sessions, and there's always been some process and rules. Some games may be more free form in terms of specifying less than others, but whatever the procedures, process, principles, and rules of play are, they are governing. When combat starts you do certain things. Sure, there's an attitude of suspension of disbelief and (possibly, not in all RPGs) taking up of 'character stance' and RP. That doesn't ignore the game elements though! You don't go into some mystical 'circle' where people stop playing and just tell a story. No, when in HoML a player describes their character's intent to accomplish something, and then proposes the means by which it will happen, a specific section of the rules is invoked! The GM will say "OK, hmmm, that seems like Surviving is the governing mode, use your Survival knack!" and then the player does their part in that process, maybe they ask for help, maybe they utilize a practice of some sort to improve their chances, or even change the mode to something else "Oh, I drink my potion of flying and avoid the nasty swim across the icy river." OK, now its an Athletics check to see if you fly to the right place. I mean, hopefully, the players are experiencing the feeling of 'being there' and inhabiting the character, but its far from the whole experience, and it isn't disengaged from the system. Now, other games may be closer to what you're talking about, where there are many fewer rules and/or they are all handled on the GM side, or whatever. I don't know. I can think of games that certainly could be/are played with very little OOC decision making by players, like maybe PACE when really well run could do that. [/QUOTE]
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Community
General Tabletop Discussion
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Supposing D&D is gamist, what does that mean?
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