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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: 8647079" data-attributes="member: 82106"><p>Right, so to illustrate a bit, there's a character. This character's motivation is fundamentally about discovering a path in life. She has discovered an affinity for a certain animal. So, everything that happens is framed in reference to this. The player decides the character has heard tales of an order of warriors dedicated to this totemic animal, but none seem to exist (a scene that was set before the actual start of play where her father tries to discourage her interest, and only manages to make her determined to learn what now seems to be a secret). Off she goes, and runs into the other PC in this game, and an NPC, her cousin, who wants to help her, but she finds out his boss isn't keen on the idea (this part came out of a skill challenge scene). This propels the character into the woods, with a clue about visiting a druid, and a ritual needed to enter a sacred grove. A few scenes ensue in which the character has to, for example, choose between getting her cousin in trouble and going ahead (she goes ahead, presumably this will have consequences in the future). The druid gives her a vision, which shows success, but also terrible scenes of war and destruction. Is this the cost of seeing her quest through? She heads in the direction of the next step in her goal, and the plot develops some more WRT exactly what her quest is really about. Continuing it constantly requires choices between safety and danger, and between success and making other people's lives easier. She gets a ranger in trouble, etc. We've learned, she's ruthlessly obsessed with this quest, she'll risk her life and that of others. The player in this sequence seems to think the character's motives are pure. I'm not so sure! The other player is not so sure either! lol. </p><p></p><p>This is not a wandering around in a setting. Though we established the existence of a dwarf kingdom, an order of warriors who serve him, several family relationships, a bunch of politics involving rangers, dwarves, etc. this was all incidental to constantly focusing on what does this character want, what is she willing to do to get it, and playing to find out both the answer, and whether or not she will succeed, and what 'success' will amount to. The other character likewise has a whole story of his own, though his agenda has been a bit less prevalent. Still, he learned something about his enemies, and his family. Soon enough, if we resume playing this one, he'll have to make some choices, undoubtedly. </p><p></p><p>I also have some ideas for what might come next, but who knows if it will turn into anything. I can do DW-style dooms though, which is a good way to kick things whenever the game threatens to bog down!</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8647079, member: 82106"] Right, so to illustrate a bit, there's a character. This character's motivation is fundamentally about discovering a path in life. She has discovered an affinity for a certain animal. So, everything that happens is framed in reference to this. The player decides the character has heard tales of an order of warriors dedicated to this totemic animal, but none seem to exist (a scene that was set before the actual start of play where her father tries to discourage her interest, and only manages to make her determined to learn what now seems to be a secret). Off she goes, and runs into the other PC in this game, and an NPC, her cousin, who wants to help her, but she finds out his boss isn't keen on the idea (this part came out of a skill challenge scene). This propels the character into the woods, with a clue about visiting a druid, and a ritual needed to enter a sacred grove. A few scenes ensue in which the character has to, for example, choose between getting her cousin in trouble and going ahead (she goes ahead, presumably this will have consequences in the future). The druid gives her a vision, which shows success, but also terrible scenes of war and destruction. Is this the cost of seeing her quest through? She heads in the direction of the next step in her goal, and the plot develops some more WRT exactly what her quest is really about. Continuing it constantly requires choices between safety and danger, and between success and making other people's lives easier. She gets a ranger in trouble, etc. We've learned, she's ruthlessly obsessed with this quest, she'll risk her life and that of others. The player in this sequence seems to think the character's motives are pure. I'm not so sure! The other player is not so sure either! lol. This is not a wandering around in a setting. Though we established the existence of a dwarf kingdom, an order of warriors who serve him, several family relationships, a bunch of politics involving rangers, dwarves, etc. this was all incidental to constantly focusing on what does this character want, what is she willing to do to get it, and playing to find out both the answer, and whether or not she will succeed, and what 'success' will amount to. The other character likewise has a whole story of his own, though his agenda has been a bit less prevalent. Still, he learned something about his enemies, and his family. Soon enough, if we resume playing this one, he'll have to make some choices, undoubtedly. I also have some ideas for what might come next, but who knows if it will turn into anything. I can do DW-style dooms though, which is a good way to kick things whenever the game threatens to bog down! [/QUOTE]
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Supposing D&D is gamist, what does that mean?
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