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Supposing D&D is gamist, what does that mean?
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<blockquote data-quote="Crimson Longinus" data-source="post: 8640123" data-attributes="member: 7025508"><p>In a sense it is true that in a situation where things are tightly mechanically defined and there is no room for GM fiat the players can make tactical choices with greater confidence. But it can also lead to the fiction feeling a tacked on afterthought. Think of the much praised skill challenges. If we stick to the rules and do not let the GM to alter or bypass the rules structure to better accommodate this situation which may arise in the fiction, then the fictional positioning doesn't much matter. Fixed number of checks, with fixed amount of successes and fails required with fixed DC. Doesn't matter if in the fiction it would makes sense for particular thing to be easier or harder than another, it doesn't matter if the character comes up with something clever that should logically solve the whole issue in one fell swoop, or something idiotic that should ruing the whole attempt for sure. Nah, I don't want this. I want to primarily to engage via the fiction, not via the mechanics, and it is the GM's job to facilitate, manage and if necessarily alter the mechanics to suit the fiction so that this can happen.</p></blockquote><p></p>
[QUOTE="Crimson Longinus, post: 8640123, member: 7025508"] In a sense it is true that in a situation where things are tightly mechanically defined and there is no room for GM fiat the players can make tactical choices with greater confidence. But it can also lead to the fiction feeling a tacked on afterthought. Think of the much praised skill challenges. If we stick to the rules and do not let the GM to alter or bypass the rules structure to better accommodate this situation which may arise in the fiction, then the fictional positioning doesn't much matter. Fixed number of checks, with fixed amount of successes and fails required with fixed DC. Doesn't matter if in the fiction it would makes sense for particular thing to be easier or harder than another, it doesn't matter if the character comes up with something clever that should logically solve the whole issue in one fell swoop, or something idiotic that should ruing the whole attempt for sure. Nah, I don't want this. I want to primarily to engage via the fiction, not via the mechanics, and it is the GM's job to facilitate, manage and if necessarily alter the mechanics to suit the fiction so that this can happen. [/QUOTE]
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Community
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*Dungeons & Dragons
Supposing D&D is gamist, what does that mean?
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