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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="pemerton" data-source="post: 8636404" data-attributes="member: 42582"><p>Again, I'm obliged to offer conjectures.</p><p></p><p>The game you describe, to me, seems like high concept simulation play with moments where the priority changes to narrativist/"story now" play.</p><p></p><p>I can build on the conjecture to suggest some of the responses/table experiences that I would expect in the sort of play you describe. I'm using the words "participant", "player" and "GM" deliberately. I'm also using third person rather than second person because I'm not in a position to impute particular experiences to you or your friends (as opposed to putting forward general, impersonally-framed conjectures).</p><p></p><p>In no particular order, here are some of those conjectures:</p><p></p><p style="margin-left: 20px">* Some participants finding the "story now" moments very awesome, and retelling them as game/campaign highlights;</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">* When the "story now" moments emerge, some players worrying that the group is drifting away from the plot or getting distracted from what they "should" be doing;</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">* When it seems like play might be heading towards a "story now" moment, some players worrying about whether it's OK to follow their sense of what their PC would (or should) do <em>even though</em> that might disrupt the party or the plot;</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">* The GM worrying that the "story now" moments put a lot of pressure on judgement and adjudication because there is no longer a solidity of prep and planning to rely on;</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">* Participants having a sense of "relief" or "return to normalcy" when the "story now" moment passes, and the main focus of play is the GM providing cues based on their prep which the players pick up on in the "usual" fashion.</p><p></p><p>I would also say that the less the last point obtains, and the more the first point, then the more the play is inclining towards "vanilla narrativism" but is stuck with approaches to setting and situation which hinder more than they support. I've experienced that playing Rolemaster.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8636404, member: 42582"] Again, I'm obliged to offer conjectures. The game you describe, to me, seems like high concept simulation play with moments where the priority changes to narrativist/"story now" play. I can build on the conjecture to suggest some of the responses/table experiences that I would expect in the sort of play you describe. I'm using the words "participant", "player" and "GM" deliberately. I'm also using third person rather than second person because I'm not in a position to impute particular experiences to you or your friends (as opposed to putting forward general, impersonally-framed conjectures). In no particular order, here are some of those conjectures: [indent]* Some participants finding the "story now" moments very awesome, and retelling them as game/campaign highlights; * When the "story now" moments emerge, some players worrying that the group is drifting away from the plot or getting distracted from what they "should" be doing; * When it seems like play might be heading towards a "story now" moment, some players worrying about whether it's OK to follow their sense of what their PC would (or should) do [i]even though[/i] that might disrupt the party or the plot; * The GM worrying that the "story now" moments put a lot of pressure on judgement and adjudication because there is no longer a solidity of prep and planning to rely on; * Participants having a sense of "relief" or "return to normalcy" when the "story now" moment passes, and the main focus of play is the GM providing cues based on their prep which the players pick up on in the "usual" fashion.[/indent] I would also say that the less the last point obtains, and the more the first point, then the more the play is inclining towards "vanilla narrativism" but is stuck with approaches to setting and situation which hinder more than they support. I've experienced that playing Rolemaster. [/QUOTE]
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