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Supposing D&D is gamist, what does that mean?
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<blockquote data-quote="Campbell" data-source="post: 8638997" data-attributes="member: 16586"><p>Yeah. I do not think there's any way around it if you want to separate out fallout from the site of conflict. My Vampire and L5R games are unabashedly High Concept play. They focus on character exploration, but it's not the same crucible that Sorcerer places characters in. The systems involved also reward playing to a defined character and genre (much like Inspiration in 5e) rather than testing the conception of the character.</p><p></p><p>It basically works off this model (Also from John Harper's blog) :</p><p></p><p>[ATTACH=full]157296[/ATTACH]</p><p></p><p>The basic difference is that in exploratory play conflicts are often disconnected from each other as well as from the resolution of the underlying situation. The only way for the situation to fundamentally resolve is because the GM decides it has based on their understanding of the setting and other characters. The GM is basically the glue that holds everything together.</p><p></p><p>Again not bad. Just not fundamentally compatible with the momentum of Story Now play. You can kind of shift between the two, but it looks a lot like free play between scores in Blades or transition scenes in Marvel Heroic where you have scenes between situations that are more conflict neutral in order to setup the next situation.</p></blockquote><p></p>
[QUOTE="Campbell, post: 8638997, member: 16586"] Yeah. I do not think there's any way around it if you want to separate out fallout from the site of conflict. My Vampire and L5R games are unabashedly High Concept play. They focus on character exploration, but it's not the same crucible that Sorcerer places characters in. The systems involved also reward playing to a defined character and genre (much like Inspiration in 5e) rather than testing the conception of the character. It basically works off this model (Also from John Harper's blog) : [ATTACH type="full" alt="trad play.jpg"]157296[/ATTACH] The basic difference is that in exploratory play conflicts are often disconnected from each other as well as from the resolution of the underlying situation. The only way for the situation to fundamentally resolve is because the GM decides it has based on their understanding of the setting and other characters. The GM is basically the glue that holds everything together. Again not bad. Just not fundamentally compatible with the momentum of Story Now play. You can kind of shift between the two, but it looks a lot like free play between scores in Blades or transition scenes in Marvel Heroic where you have scenes between situations that are more conflict neutral in order to setup the next situation. [/QUOTE]
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Supposing D&D is gamist, what does that mean?
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