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General Tabletop Discussion
*Dungeons & Dragons
Supposing D&D is gamist, what does that mean?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8645497" data-attributes="member: 82106"><p>Yeah, though what he meant by 'explanations accompanying the table' is a bit obtuse, does he mean the ENCOUNTER table? Certainly the table presented here has no 'explanations' accompanying it... lol. I'd also note that while he calls out the combat rules, there is actually some relevant rules text right here in this section, which we would have to dovetail with the part in the combat chapter (which is the next section of the rules after the outdoor adventures part). Overall its fairly clear, but as I hinted before there is some complexity in terms of how many hexes one crosses in the 'move' part, as it will depend on scale and encounter check frequency, which itself is gated by which terrain you are in. So when a party moves through a complex environment the GM will have to decide which encounter tables to consult, and exactly where the encounter will happen, though the notes on times obviously does help. Its not as simple and straightforward as the B/X system. So, clearly Gygax started from the game world and extrapolated to some rules, whereas B/X is more explicitly gamist, the rules are formulated, and any complexities are dealt with via their structure before questions arise. B/X is certainly cleaner, but either system will work and give you similar results, 1e's getting lost rules are for example virtually identical to the B/X ones, and likely they derive from the same source.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8645497, member: 82106"] Yeah, though what he meant by 'explanations accompanying the table' is a bit obtuse, does he mean the ENCOUNTER table? Certainly the table presented here has no 'explanations' accompanying it... lol. I'd also note that while he calls out the combat rules, there is actually some relevant rules text right here in this section, which we would have to dovetail with the part in the combat chapter (which is the next section of the rules after the outdoor adventures part). Overall its fairly clear, but as I hinted before there is some complexity in terms of how many hexes one crosses in the 'move' part, as it will depend on scale and encounter check frequency, which itself is gated by which terrain you are in. So when a party moves through a complex environment the GM will have to decide which encounter tables to consult, and exactly where the encounter will happen, though the notes on times obviously does help. Its not as simple and straightforward as the B/X system. So, clearly Gygax started from the game world and extrapolated to some rules, whereas B/X is more explicitly gamist, the rules are formulated, and any complexities are dealt with via their structure before questions arise. B/X is certainly cleaner, but either system will work and give you similar results, 1e's getting lost rules are for example virtually identical to the B/X ones, and likely they derive from the same source. [/QUOTE]
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Supposing D&D is gamist, what does that mean?
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