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*Dungeons & Dragons
Supposing D&D is gamist, what does that mean?
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<blockquote data-quote="pemerton" data-source="post: 8636782" data-attributes="member: 42582"><p>"No myth" story now and setting-based story now are incoherent. They're both forms of story now.</p><p></p><p>High risk story now like BW is incoherent with low risk story now like The Dying Earth. If you set out to get the BW experience using The Dying Earth it will just fail. You <em>might</em> try and use Burning Wheel to get The Dying Earth experience, but the absence of the tagline system will hurt, and Duel of Wits doesn't quite do the job that Persuasion does in The Dying Earth.</p><p></p><p>[USER=16586]@Campbell[/USER] and I have often discussed a phenomenon he drew my attention to: that Burning Wheel (and Prince Valiant, and 4e skill challenges, and the way I run Cthulhu Dark) are all sensitive to intent, and thus in a certain fashion to "character concept", in a way that Apocalypse World is not (because it is not "say 'yes' or roll the dice", but rather "if you do it, you do it"). These produce different, incompatible experiences.</p><p></p><p>Lots of approaches to RPGing are not consistent, in the sense that you can't experience all of them at once.</p><p></p><p>Being a human is incoherent with being a gorilla, but we're all primates. Flying is inconsistent with driving, but planes and trucks are both vehicles; but trucks aren't vessels, whereas both planes and ships are; but planes typically have wheels whereas ships don't!</p><p></p><p>I think you are looking for a type of narrow univocality of labelling that was not Edwards's purpose, and that is not common in other taxonomic frameworks. </p><p></p><p>The reason that high concept sim and that purist-for-system sim are both sim is because both focus on heightening exploration as the main priority of play. That's it. Even within high concept sim games, there is incoherence in that I can't at one and the same time have the exploration of situation that is typical of CoC and the exploration of setting that is typical of much Forgotten Realms play. Or if I foreground character, as in Pendragon, then setting will tend to be backgrounded; whereas foregrounding setting (again, as in FR) will tend to background character (a typical setting tourism adventure doesn't care who the PCs are).</p><p></p><p>That's before we get to incoherence of <em>colour</em>: I can't get the colour of D&D and the colour of Traveller in the same game, for instance.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8636782, member: 42582"] "No myth" story now and setting-based story now are incoherent. They're both forms of story now. High risk story now like BW is incoherent with low risk story now like The Dying Earth. If you set out to get the BW experience using The Dying Earth it will just fail. You [i]might[/i] try and use Burning Wheel to get The Dying Earth experience, but the absence of the tagline system will hurt, and Duel of Wits doesn't quite do the job that Persuasion does in The Dying Earth. [USER=16586]@Campbell[/USER] and I have often discussed a phenomenon he drew my attention to: that Burning Wheel (and Prince Valiant, and 4e skill challenges, and the way I run Cthulhu Dark) are all sensitive to intent, and thus in a certain fashion to "character concept", in a way that Apocalypse World is not (because it is not "say 'yes' or roll the dice", but rather "if you do it, you do it"). These produce different, incompatible experiences. Lots of approaches to RPGing are not consistent, in the sense that you can't experience all of them at once. Being a human is incoherent with being a gorilla, but we're all primates. Flying is inconsistent with driving, but planes and trucks are both vehicles; but trucks aren't vessels, whereas both planes and ships are; but planes typically have wheels whereas ships don't! I think you are looking for a type of narrow univocality of labelling that was not Edwards's purpose, and that is not common in other taxonomic frameworks. The reason that high concept sim and that purist-for-system sim are both sim is because both focus on heightening exploration as the main priority of play. That's it. Even within high concept sim games, there is incoherence in that I can't at one and the same time have the exploration of situation that is typical of CoC and the exploration of setting that is typical of much Forgotten Realms play. Or if I foreground character, as in Pendragon, then setting will tend to be backgrounded; whereas foregrounding setting (again, as in FR) will tend to background character (a typical setting tourism adventure doesn't care who the PCs are). That's before we get to incoherence of [i]colour[/i]: I can't get the colour of D&D and the colour of Traveller in the same game, for instance. [/QUOTE]
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Supposing D&D is gamist, what does that mean?
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