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
*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
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
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="Campbell" data-source="post: 8641555" data-attributes="member: 16586"><p>[USER=71699]@clearstream[/USER] </p><p></p><p>Let's consider these models again <strong>:</strong></p><p><strong></strong></p><p><strong>Exploration</strong></p><p><strong>[ATTACH=full]248755[/ATTACH]</strong></p><p><strong></strong></p><p><strong>Immediacy</strong></p><p><strong>[ATTACH=full]248756[/ATTACH]</strong></p><p></p><p>I believe over the years one of the fundamental mistakes is seeing the <strong>Exploration</strong> model as unfocused or without meaningful constraints because it is the default for mainstream games. I would argue that it provides just as much focus, direction and constraints as the <strong>Immediacy </strong>model. The <strong>Exploration</strong> model just provides different constraints.</p><p></p><ul> <li data-xf-list-type="ul">Success is determined primarily by your ability to uncover and utilize hidden game state to achieve your objectives. This encourages a slower, more deliberate pace of play. Managing risks instead of embracing them.</li> <li data-xf-list-type="ul">Meaning tends to be placed either on setting or character relationships to the setting. Theme must already be embedded into the play space.</li> <li data-xf-list-type="ul">Structure and challenge come from constraining the environment either through constrained geography or linear narratives that constrain the elements we need to consider.</li> <li data-xf-list-type="ul">Hard scene framing or excessive dynamism is not really a fair GM practice because if hidden state affects success or failure you have to provide players with enough opportunity to uncover that state and direct the pace of play themselves. Placing more direct pressure on players (not characters) or changing that hidden state from underneath players undercuts the challenge involved in navigating that hidden state.</li> <li data-xf-list-type="ul">Even in moments of high tension (like combat or tense social situations) the imperative is to savor the experience (and allow for puzzle solving) rather than focus on immediacy or dynamism. Players need time to think and consider their next moves.</li> </ul><p>No matter what we do we have to focus our attention and energy somewhere. All RPG play I have ever experienced is structured. It's just inordinately easy to take the Exploration structure as a given.</p></blockquote><p></p>
[QUOTE="Campbell, post: 8641555, member: 16586"] [USER=71699]@clearstream[/USER] Let's consider these models again [B]: Exploration [ATTACH type="full" alt="Exploration.jpg"]248755[/ATTACH] Immediacy [ATTACH type="full" alt="Immediacy.jpg"]248756[/ATTACH][/B] I believe over the years one of the fundamental mistakes is seeing the [B]Exploration[/B] model as unfocused or without meaningful constraints because it is the default for mainstream games. I would argue that it provides just as much focus, direction and constraints as the [B]Immediacy [/B]model. The [B]Exploration[/B] model just provides different constraints. [LIST] [*]Success is determined primarily by your ability to uncover and utilize hidden game state to achieve your objectives. This encourages a slower, more deliberate pace of play. Managing risks instead of embracing them. [*]Meaning tends to be placed either on setting or character relationships to the setting. Theme must already be embedded into the play space. [*]Structure and challenge come from constraining the environment either through constrained geography or linear narratives that constrain the elements we need to consider. [*]Hard scene framing or excessive dynamism is not really a fair GM practice because if hidden state affects success or failure you have to provide players with enough opportunity to uncover that state and direct the pace of play themselves. Placing more direct pressure on players (not characters) or changing that hidden state from underneath players undercuts the challenge involved in navigating that hidden state. [*]Even in moments of high tension (like combat or tense social situations) the imperative is to savor the experience (and allow for puzzle solving) rather than focus on immediacy or dynamism. Players need time to think and consider their next moves. [/LIST] No matter what we do we have to focus our attention and energy somewhere. All RPG play I have ever experienced is structured. It's just inordinately easy to take the Exploration structure as a given. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Supposing D&D is gamist, what does that mean?
Top