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Supposing D&D is gamist, what does that mean?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8643175" data-attributes="member: 82106"><p>Ouch, isn't poor Wittgenstein just rolling in his grave! LOL. I mean, you are correct of course, but shouldn't we just say that the idea that 'rules exist' in any sense except 'they are written in such-and-such a book' is silly? We play what we play, don't we? So, IMHO the actual topic here is "how do the things game designers write down translate into play?" right? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>This seems reasonable, still think what is interesting is the how this plays out.</p><p></p><p>But even if we are in a 'compliant mood' the question then is what actually does this mean? There is at least a process of interpretation, of 'bringing it to life'.</p><p></p><p>As I say, I feel like we should just look at what DOES HAPPEN when we employ a system of rules. There could be a LOT of ways to achieve 'these purposes'.</p><p></p><p>I would add that since rules have to be 'taken up' and that cannot be accomplished directly by any fiat, how can a 'rule 0' function, then? I mean, again, we should look at what DOES happen, and if rule 0 is interesting in that context, it is simply another feature of a game.</p><p></p><p>I think the relevant thing here is that SCs are pretty much bound to be 'intent adjudication' mechanisms. They must move the plot forward in a meaningful way. No GM would ever say that the party passed the SC and then say "Oh, but you'll still have to do this other thing to succeed." AT WORST the 'other thing' might be "Oh, some bad guys are at the hatch, RUMBLE!"</p><p></p><p>Right, and this is a way that maybe a system like that has an advantage over, say, 4e, where the analog would be embedding a fight in an SC (or vice versa perhaps).</p><p></p><p>It is just the easiest technique for the GM to implement, some checks happen, but mostly they don't actually decide anything, and the difference between illusionism and a character focused play is not even visible at the player side.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8643175, member: 82106"] Ouch, isn't poor Wittgenstein just rolling in his grave! LOL. I mean, you are correct of course, but shouldn't we just say that the idea that 'rules exist' in any sense except 'they are written in such-and-such a book' is silly? We play what we play, don't we? So, IMHO the actual topic here is "how do the things game designers write down translate into play?" right? ;) This seems reasonable, still think what is interesting is the how this plays out. But even if we are in a 'compliant mood' the question then is what actually does this mean? There is at least a process of interpretation, of 'bringing it to life'. As I say, I feel like we should just look at what DOES HAPPEN when we employ a system of rules. There could be a LOT of ways to achieve 'these purposes'. I would add that since rules have to be 'taken up' and that cannot be accomplished directly by any fiat, how can a 'rule 0' function, then? I mean, again, we should look at what DOES happen, and if rule 0 is interesting in that context, it is simply another feature of a game. I think the relevant thing here is that SCs are pretty much bound to be 'intent adjudication' mechanisms. They must move the plot forward in a meaningful way. No GM would ever say that the party passed the SC and then say "Oh, but you'll still have to do this other thing to succeed." AT WORST the 'other thing' might be "Oh, some bad guys are at the hatch, RUMBLE!" Right, and this is a way that maybe a system like that has an advantage over, say, 4e, where the analog would be embedding a fight in an SC (or vice versa perhaps). It is just the easiest technique for the GM to implement, some checks happen, but mostly they don't actually decide anything, and the difference between illusionism and a character focused play is not even visible at the player side. [/QUOTE]
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Supposing D&D is gamist, what does that mean?
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