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Community
General Tabletop Discussion
*Dungeons & Dragons
Supposing D&D is gamist, what does that mean?
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<blockquote data-quote="Manbearcat" data-source="post: 8648820" data-attributes="member: 6696971"><p>The problem with 5e hexcrawling is:</p><p></p><p>* It doesn’t have a robust and integrated hexcrawling system/set of procedures. I listed a chunk of them upthread but not even close to the whole engine. 5e has the most bare bones possible. You have to invent a large swathe of procedures and then integrate them with the rest of the engine (which is fraught due to several confounds).</p><p></p><p>* To go along with those procedures all of the other integrated engine tech isn’t there to support/facilitate it; Daytime and Nighttime Wandering Monster procedures/tables that integrate with real logistical challenges around moving/light/encumbrance/info gathering, xp paradigm that is integrated with that exploration challenge environment.</p><p></p><p>5e spells are at-will, ubiquitous, and crazy powerful. Encumbrance is a nothingburger. Info gathering capability is potent.</p><p></p><p>[HR][/HR]</p><p></p><p>The confounds and lack of game engine tech (constituent parts and their integration) are a huge thing to overcome.</p><p></p><p>Which is why you don’t see virtually any talk of this kind of play in 5e. You see a lot of GM-directed AP play + ignoring of things like encumbrance/light and logistical challenges (because 5e groups have so many means to just obviate Wilderness Crawl logistic challenges) + GM conception and extrapolation of setting/fiction/conversation inputs and milestone xp to pace GM story beats (rather than to incentivize Gamism).</p><p></p><p>Which is fine.</p><p></p><p>Totally cool. It’s just not Gamism it’s GM-directed High Concept Simulationism sometimes with a veneer of Process Simulationism. That play is what is wildly popular.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8648820, member: 6696971"] The problem with 5e hexcrawling is: * It doesn’t have a robust and integrated hexcrawling system/set of procedures. I listed a chunk of them upthread but not even close to the whole engine. 5e has the most bare bones possible. You have to invent a large swathe of procedures and then integrate them with the rest of the engine (which is fraught due to several confounds). * To go along with those procedures all of the other integrated engine tech isn’t there to support/facilitate it; Daytime and Nighttime Wandering Monster procedures/tables that integrate with real logistical challenges around moving/light/encumbrance/info gathering, xp paradigm that is integrated with that exploration challenge environment. 5e spells are at-will, ubiquitous, and crazy powerful. Encumbrance is a nothingburger. Info gathering capability is potent. [HR][/HR] The confounds and lack of game engine tech (constituent parts and their integration) are a huge thing to overcome. Which is why you don’t see virtually any talk of this kind of play in 5e. You see a lot of GM-directed AP play + ignoring of things like encumbrance/light and logistical challenges (because 5e groups have so many means to just obviate Wilderness Crawl logistic challenges) + GM conception and extrapolation of setting/fiction/conversation inputs and milestone xp to pace GM story beats (rather than to incentivize Gamism). Which is fine. Totally cool. It’s just not Gamism it’s GM-directed High Concept Simulationism sometimes with a veneer of Process Simulationism. That play is what is wildly popular. [/QUOTE]
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Supposing D&D is gamist, what does that mean?
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