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Supposing D&D is gamist, what does that mean?
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<blockquote data-quote="pemerton" data-source="post: 8649561" data-attributes="member: 42582"><p>Upthread [USER=16586]@Campbell[/USER] linked to the following two diagrams, that set out (at a certain level of abstraction) two contrasting approaches to play:</p><p></p><p>[ATTACH=full]249616[/ATTACH][ATTACH=full]249617[/ATTACH]</p><p>The one on the left is "story now" RPGing. The one on the right is "traditional" RPGing.</p><p></p><p>To say that <em>5e D&D has many tools and techniques the GM can deploy to accomplish moving the story forward</em> is to say that 5e D&D follows the right-hand diagram.</p><p></p><p>So why do we have dozens of pages arguing that it doesn't?</p><p></p><p>Conversely, Apocalypse World and Burning Wheel don't just have <em>processes a GM uses to keep the story moving forward</em>. They have processes that the table uses to keep events in motion. Those processes tell various participants to say various things under various constraints at various times. They are not just addressed to the GM. The tell us when a situation resolves <em>without anyone having to decide, of their own motion, that it does</em>.</p><p></p><p>This doesn't really have very much to do with uniformity of resolution system. Burning Wheel doesn't use uniform resolution systems: Steel is different from Resources is different from Circles is different from Wises is different from Duel of Wits is different from Fight! is different from Range and Cover is different from making a Climbing check to see if you can escape by climbing a tree. Classic Traveller doesn't use uniform resolution systems: the Streetwise subsystem is different from the vacc suit subsystem is different from the travelling-from-system-to-system subsystem is different from the evasion-in-a-small-craft subsystem, just to call out a few, but they are all conflict resolution systems. They all tell us when a situation resolves.</p><p></p><p>I don't see how this can be controversial.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8649561, member: 42582"] Upthread [USER=16586]@Campbell[/USER] linked to the following two diagrams, that set out (at a certain level of abstraction) two contrasting approaches to play: [ATTACH type="full"]249616[/ATTACH][ATTACH type="full"]249617[/ATTACH] The one on the left is "story now" RPGing. The one on the right is "traditional" RPGing. To say that [i]5e D&D has many tools and techniques the GM can deploy to accomplish moving the story forward[/i] is to say that 5e D&D follows the right-hand diagram. So why do we have dozens of pages arguing that it doesn't? Conversely, Apocalypse World and Burning Wheel don't just have [i]processes a GM uses to keep the story moving forward[/i]. They have processes that the table uses to keep events in motion. Those processes tell various participants to say various things under various constraints at various times. They are not just addressed to the GM. The tell us when a situation resolves [i]without anyone having to decide, of their own motion, that it does[/i]. This doesn't really have very much to do with uniformity of resolution system. Burning Wheel doesn't use uniform resolution systems: Steel is different from Resources is different from Circles is different from Wises is different from Duel of Wits is different from Fight! is different from Range and Cover is different from making a Climbing check to see if you can escape by climbing a tree. Classic Traveller doesn't use uniform resolution systems: the Streetwise subsystem is different from the vacc suit subsystem is different from the travelling-from-system-to-system subsystem is different from the evasion-in-a-small-craft subsystem, just to call out a few, but they are all conflict resolution systems. They all tell us when a situation resolves. I don't see how this can be controversial. [/QUOTE]
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Supposing D&D is gamist, what does that mean?
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