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Supposing D&D is gamist, what does that mean?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8645327" data-attributes="member: 82106"><p>DMG p47 contains the 'core loop', though Gygax doesn't quite put it that way. Basically the table on the bottom of p47 establishes the frequency of encounter checks and the text states that the PCs move from hex to hex and these checks are made (with pop density determining the size of die to use). The paragraphs on p49 describe other factors, the process for resolving encounter distance/surprise, and some movement options. So, 'step-by-step' is the PCs decide which square to move into, or they decide to camp, and then an encounter check is made (possibly more than one, depending on the hex scale and the movement rate of the party, or I guess they might move more than one square before needing to check). There is then also presumably a check for getting lost, this is covered in that section. So, unlike B/X, 1e doesn't explicitly call out each element as "this is the loop." This is typical of Gygax game text, he is very bad at being explicit, but there's really no great ambiguity here, there IS a system, you just have to read the whole of 2 pages and remember a couple things to know what it is (and its a quite simple system, really). I'd note that making disease checks and docking party supplies are also implicit elements of this loop, though they are not covered in this one section. I'd also note that presumably morale/loyalty/obedience MIGHT also factor in, but exactly how or when would have to be decided by the DM.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8645327, member: 82106"] DMG p47 contains the 'core loop', though Gygax doesn't quite put it that way. Basically the table on the bottom of p47 establishes the frequency of encounter checks and the text states that the PCs move from hex to hex and these checks are made (with pop density determining the size of die to use). The paragraphs on p49 describe other factors, the process for resolving encounter distance/surprise, and some movement options. So, 'step-by-step' is the PCs decide which square to move into, or they decide to camp, and then an encounter check is made (possibly more than one, depending on the hex scale and the movement rate of the party, or I guess they might move more than one square before needing to check). There is then also presumably a check for getting lost, this is covered in that section. So, unlike B/X, 1e doesn't explicitly call out each element as "this is the loop." This is typical of Gygax game text, he is very bad at being explicit, but there's really no great ambiguity here, there IS a system, you just have to read the whole of 2 pages and remember a couple things to know what it is (and its a quite simple system, really). I'd note that making disease checks and docking party supplies are also implicit elements of this loop, though they are not covered in this one section. I'd also note that presumably morale/loyalty/obedience MIGHT also factor in, but exactly how or when would have to be decided by the DM. [/QUOTE]
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Community
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Supposing D&D is gamist, what does that mean?
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