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Supposing D&D is gamist, what does that mean?
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<blockquote data-quote="Manbearcat" data-source="post: 8637566" data-attributes="member: 6696971"><p>Yup. 100 % That is what I mean and I agree with the above.</p><p></p><p>Red Light Green Light and Simon Says are games that feature very minimal system architecture and a totality of “MC Decides.” But they don’t cease to be possessed of “system” because of this. They don’t render much in the way of an imagined space nor shared fiction because their utility is that of effectively governing a real space. But, despite being profoundly minimalist and featuring 0 authority distribution, they achieve their sought design goal as a system and they do so extremely well.</p><p></p><p>Similarly, you can reduce AW down to the three features that I introduced in that thread and, like the two games above, it would be possessed of system sufficient to determining the way in-game events occur and govern an imagined space. Now, depending upon the goal of the design, It might suck as a game (and be far far worse as designs than Red Light Green Light and Simon Says); it would be horrendous as any of a Gamist, Process Sim, or Narrativist design. If it’s goal, however, is “GM-Directed, High Concept Simulationism with Minimalist Design” (so that players can be overwhelmingly or totally passive in their orientation, experiencing genre emulation and touring the imaginings of a GM while mostly contributing color-rich cosplaying of a character conception; a low investment, low risk, low responsibility environment for casual consumption), it might be “just what the doctor ordered(!)”; an excellent design.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8637566, member: 6696971"] Yup. 100 % That is what I mean and I agree with the above. Red Light Green Light and Simon Says are games that feature very minimal system architecture and a totality of “MC Decides.” But they don’t cease to be possessed of “system” because of this. They don’t render much in the way of an imagined space nor shared fiction because their utility is that of effectively governing a real space. But, despite being profoundly minimalist and featuring 0 authority distribution, they achieve their sought design goal as a system and they do so extremely well. Similarly, you can reduce AW down to the three features that I introduced in that thread and, like the two games above, it would be possessed of system sufficient to determining the way in-game events occur and govern an imagined space. Now, depending upon the goal of the design, It might suck as a game (and be far far worse as designs than Red Light Green Light and Simon Says); it would be horrendous as any of a Gamist, Process Sim, or Narrativist design. If it’s goal, however, is “GM-Directed, High Concept Simulationism with Minimalist Design” (so that players can be overwhelmingly or totally passive in their orientation, experiencing genre emulation and touring the imaginings of a GM while mostly contributing color-rich cosplaying of a character conception; a low investment, low risk, low responsibility environment for casual consumption), it might be “just what the doctor ordered(!)”; an excellent design. [/QUOTE]
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Supposing D&D is gamist, what does that mean?
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