Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Supposing D&D is gamist, what does that mean?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Thomas Shey" data-source="post: 8639522" data-attributes="member: 7026617"><p>I think, again, this makes some assumptions about perceived usage in the field that I don't think always follows. And I think it turns on an important issue of GM process in those cases that players are usually relatively aware of if they've been playing with a given GM for any length of time.</p><p></p><p>The question is "Is the GM making a rule 0 style decision to address output or input?"</p><p></p><p>What I mean here is that, even if they're doing so for the reason you suggest (and I remind you again that I'm not happy with calling this "sim" when it includes a number of to many people unrelated things, but that doesn't directly impact your statement other than to remind you where I'm coming from), it makes a great degree of difference whether it is to control output or to frame input and process. In other words, is it changing the process because it looks too easy/too hard <em>in general</em>, or <em>for that player</em>. In the case of the latter I agree with your assessment; in the former, not so much. And I think transparency on the part of a GM as to why he's doing that (and possible input from the players in it) makes a big difference.</p><p></p><p>Put simply, from a gamist point of view, if the GM is going to change a set of processes or simply some numbers because he had not realized how poorly they represented the situation as he sees it, as long as I know its the case I can still engage with it on a gamist level in most cases because I can still know whether the thing I'm attempting to do is the most sensible choice given my character's abilities and aims. Its Campbell's "black box" that destroys this, and the black box is not an automatic element that goes with the ability to engage "rule 0". It may, in a few cases be a necessity to engage with process in a way that seems appropriate on both a game and story level (unless one knows at least a bit about the quality of guards one is sneaking past, one should generally commit to doing so or not without knowing exactly what their perceptual ratings will be--but even here there should be a range of possible cases unless in-fiction one is going into the situation very blind). But those are, for the most part, specialty cases outside of some extremely information-tight old school approaches where players having any information of a usable level is considered anathema (as you can tell, I'm not a fan).</p></blockquote><p></p>
[QUOTE="Thomas Shey, post: 8639522, member: 7026617"] I think, again, this makes some assumptions about perceived usage in the field that I don't think always follows. And I think it turns on an important issue of GM process in those cases that players are usually relatively aware of if they've been playing with a given GM for any length of time. The question is "Is the GM making a rule 0 style decision to address output or input?" What I mean here is that, even if they're doing so for the reason you suggest (and I remind you again that I'm not happy with calling this "sim" when it includes a number of to many people unrelated things, but that doesn't directly impact your statement other than to remind you where I'm coming from), it makes a great degree of difference whether it is to control output or to frame input and process. In other words, is it changing the process because it looks too easy/too hard [I]in general[/I], or [I]for that player[/I]. In the case of the latter I agree with your assessment; in the former, not so much. And I think transparency on the part of a GM as to why he's doing that (and possible input from the players in it) makes a big difference. Put simply, from a gamist point of view, if the GM is going to change a set of processes or simply some numbers because he had not realized how poorly they represented the situation as he sees it, as long as I know its the case I can still engage with it on a gamist level in most cases because I can still know whether the thing I'm attempting to do is the most sensible choice given my character's abilities and aims. Its Campbell's "black box" that destroys this, and the black box is not an automatic element that goes with the ability to engage "rule 0". It may, in a few cases be a necessity to engage with process in a way that seems appropriate on both a game and story level (unless one knows at least a bit about the quality of guards one is sneaking past, one should generally commit to doing so or not without knowing exactly what their perceptual ratings will be--but even here there should be a range of possible cases unless in-fiction one is going into the situation very blind). But those are, for the most part, specialty cases outside of some extremely information-tight old school approaches where players having any information of a usable level is considered anathema (as you can tell, I'm not a fan). [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Supposing D&D is gamist, what does that mean?
Top