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Supposing D&D is gamist, what does that mean?
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<blockquote data-quote="Campbell" data-source="post: 8636576" data-attributes="member: 16586"><p>So, one of the main areas where Process Sim stuff can conflict with High Concept stuff is when rules that seek to accurately depict the setting end up undermining the sort of play, we expect to see based on the game's sources of inspiration. Typical classic Vampire - The Masquerade play is a very good example of this conflict in my opinion. The process simulation-oriented rules around feeding and frenzy tend to discourage players from actively engaging in doing like actual vampire things. Also, the very elaborate combat rules that simulate things like being very fast with a bunch of extra turns distract from the visceral fantasy of those things.</p><p></p><p>Vampire Fifth Edition focuses more on rules that bring the experience of being a Vampire forward while rewarding acting in genre appropriate ways, so players don't have to fight against the system nearly as much. It does so in a couple ways:</p><ul> <li data-xf-list-type="ul">It uses a much more narrative focused combat system<ul> <li data-xf-list-type="ul">Things like initiative and differences between weapons are completely optional.</li> <li data-xf-list-type="ul">After 3 rounds combat stops and the ST just narrates what happens.</li> </ul></li> <li data-xf-list-type="ul">Instead of tracking blood it uses a hunger dice system focused more on what it feels like to be a hungry predator on the verge of losing control then modeling how things work in the setting. Stuff like bestial failures and messy criticals keep the beast on the surface at all times.</li> <li data-xf-list-type="ul">Disciplines tend to focus more on modeling the fantasy behind the powers rather than an elaborate modeling of the process.</li> </ul><p>Not that it always has to, but it often does.</p></blockquote><p></p>
[QUOTE="Campbell, post: 8636576, member: 16586"] So, one of the main areas where Process Sim stuff can conflict with High Concept stuff is when rules that seek to accurately depict the setting end up undermining the sort of play, we expect to see based on the game's sources of inspiration. Typical classic Vampire - The Masquerade play is a very good example of this conflict in my opinion. The process simulation-oriented rules around feeding and frenzy tend to discourage players from actively engaging in doing like actual vampire things. Also, the very elaborate combat rules that simulate things like being very fast with a bunch of extra turns distract from the visceral fantasy of those things. Vampire Fifth Edition focuses more on rules that bring the experience of being a Vampire forward while rewarding acting in genre appropriate ways, so players don't have to fight against the system nearly as much. It does so in a couple ways: [LIST] [*]It uses a much more narrative focused combat system [LIST] [*]Things like initiative and differences between weapons are completely optional. [*]After 3 rounds combat stops and the ST just narrates what happens. [/LIST] [*]Instead of tracking blood it uses a hunger dice system focused more on what it feels like to be a hungry predator on the verge of losing control then modeling how things work in the setting. Stuff like bestial failures and messy criticals keep the beast on the surface at all times. [*]Disciplines tend to focus more on modeling the fantasy behind the powers rather than an elaborate modeling of the process. [/LIST] Not that it always has to, but it often does. [/QUOTE]
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Community
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Supposing D&D is gamist, what does that mean?
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