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Supposing D&D is gamist, what does that mean?
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<blockquote data-quote="kenada" data-source="post: 8644507" data-attributes="member: 70468"><p>I have examples of both styles. They took place in the same game, so it’s easy to see the contrast.</p><p></p><p>One of my players ran Scum and Villainy for us a while back. It’s a Forged in the Dark game with an enumerated set of principles and best practices. You’re supposed to be playing to find out what happens. Our GM liked it because it was easy to prep.</p><p></p><p>Most sessions followed a similar format. Someone would have a job (or maybe there would be an option of several jobs), we would meet them, and then we would go on the mission. We had a lot of discretion regarding how to do the job, but everything was book-ended in the same way. It reminded me of Shadowrun and the Mr Johnson play structure. There were never any significant consequences for our missions. Even when we terraformed a planet, nothing really happened. Next session, we’d be back to getting a new mission with a bit more cred in our pockets. That changed our last session.</p><p></p><p>At the start of our last session, I declared that we wanted to steal space drugs for Captain Pilot, who wasn’t the captain, which was my character. The GM still snuck in a fixer (to my minor annoyance), but we did most of the driving. The mission went pretty well — we got what we wanted; but we didn’t get away clean. We robbed one of the high-tier factions. Because of what we did and the system, the GM had to make a move that followed. Even though that particular conflict ended, it continued to have consequences: our ship was impounded when we docked at a station.</p><p></p><p>After the session, the GM told me I took him by surprise when I told him what we wanted to do. Finally! That’s playing to find out what happens! The GM gets to be surprised too. It’s a shame the campaign had to go on hiatus for unrelated reasons. I’d really want to continue pushing my characters hard while we tried to steal our ship back. That’s what make the game interesting. Just problem-solving our way through a mission gets boring after awhile.</p></blockquote><p></p>
[QUOTE="kenada, post: 8644507, member: 70468"] I have examples of both styles. They took place in the same game, so it’s easy to see the contrast. One of my players ran Scum and Villainy for us a while back. It’s a Forged in the Dark game with an enumerated set of principles and best practices. You’re supposed to be playing to find out what happens. Our GM liked it because it was easy to prep. Most sessions followed a similar format. Someone would have a job (or maybe there would be an option of several jobs), we would meet them, and then we would go on the mission. We had a lot of discretion regarding how to do the job, but everything was book-ended in the same way. It reminded me of Shadowrun and the Mr Johnson play structure. There were never any significant consequences for our missions. Even when we terraformed a planet, nothing really happened. Next session, we’d be back to getting a new mission with a bit more cred in our pockets. That changed our last session. At the start of our last session, I declared that we wanted to steal space drugs for Captain Pilot, who wasn’t the captain, which was my character. The GM still snuck in a fixer (to my minor annoyance), but we did most of the driving. The mission went pretty well — we got what we wanted; but we didn’t get away clean. We robbed one of the high-tier factions. Because of what we did and the system, the GM had to make a move that followed. Even though that particular conflict ended, it continued to have consequences: our ship was impounded when we docked at a station. After the session, the GM told me I took him by surprise when I told him what we wanted to do. Finally! That’s playing to find out what happens! The GM gets to be surprised too. It’s a shame the campaign had to go on hiatus for unrelated reasons. I’d really want to continue pushing my characters hard while we tried to steal our ship back. That’s what make the game interesting. Just problem-solving our way through a mission gets boring after awhile. [/QUOTE]
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Supposing D&D is gamist, what does that mean?
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