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Supposing D&D is gamist, what does that mean?
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<blockquote data-quote="pemerton" data-source="post: 8649645" data-attributes="member: 42582"><p>I don't understand why you're presenting my example back to me.</p><p></p><p>In Vincent Baker's example of task resolution vis-a-vis the safe, he says "Let's assume that we haven't yet established what's in the safe." He's not an idiot - he's noticed that if it's already established that the desired documents are in the safe, then succeeding at the task is the same as winning the conflict. This is why, in my post, I said <em>to change player from Baker's example of task resolution, we need to establish, prior to the opening of the safe, what's in it.</em></p><p></p><p>And Classic Traveller does this via a conflict-resolution mechanic, namely, the Streetwise check: the player declares <em>I'm talking to workers, thugs, criminals, etc to learn where the dirt is kept</em> and then the GM establishes a difficulty, and then the player makes a throw appropriately modified by Streetwise skill, and if it succeeds the PC acquires the desired information.</p><p></p><p>Are you familiar with the rules for Streetwise in the 1977 edition of Traveller?</p><p></p><p>Those rules are clear. As I stated in the the post that you quoted, those rules give the player content authority, and there is no pathway to <em>successfully engaging with the rumour mill via Streetwise</em> but <em>getting a false rumour</em>. The result of a successful Streetwise check is not <em>You hear this thing</em> or <em>You believe this thing</em>, it's <em>You learn this thing</em>. (As I've also posted, the rules are not clear on what the GM is supposed to do on a failed check. This is where this 1977 game shows its age. My own view is that a reasonably hard move would be fair enough.)</p><p></p><p>I mean, I can picture a chess player who is losing knocking over the board. That's not really a move in chess, though.</p><p></p><p>OK? I can picture GM-as-glue play too: I've experienced plenty of it as a player and run some of it as a GM.</p><p></p><p>OK, I'll be more specific then. Based on everything you have said in the last 30-odd pages about how you approach 5e D&D, it describes how you GM 5e D&D. See eg the quote just above this one.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8649645, member: 42582"] I don't understand why you're presenting my example back to me. In Vincent Baker's example of task resolution vis-a-vis the safe, he says "Let's assume that we haven't yet established what's in the safe." He's not an idiot - he's noticed that if it's already established that the desired documents are in the safe, then succeeding at the task is the same as winning the conflict. This is why, in my post, I said [i]to change player from Baker's example of task resolution, we need to establish, prior to the opening of the safe, what's in it.[/i] And Classic Traveller does this via a conflict-resolution mechanic, namely, the Streetwise check: the player declares [i]I'm talking to workers, thugs, criminals, etc to learn where the dirt is kept[/i] and then the GM establishes a difficulty, and then the player makes a throw appropriately modified by Streetwise skill, and if it succeeds the PC acquires the desired information. Are you familiar with the rules for Streetwise in the 1977 edition of Traveller? Those rules are clear. As I stated in the the post that you quoted, those rules give the player content authority, and there is no pathway to [i]successfully engaging with the rumour mill via Streetwise[/i] but [i]getting a false rumour[/i]. The result of a successful Streetwise check is not [i]You hear this thing[/i] or [i]You believe this thing[/i], it's [i]You learn this thing[/i]. (As I've also posted, the rules are not clear on what the GM is supposed to do on a failed check. This is where this 1977 game shows its age. My own view is that a reasonably hard move would be fair enough.) I mean, I can picture a chess player who is losing knocking over the board. That's not really a move in chess, though. OK? I can picture GM-as-glue play too: I've experienced plenty of it as a player and run some of it as a GM. OK, I'll be more specific then. Based on everything you have said in the last 30-odd pages about how you approach 5e D&D, it describes how you GM 5e D&D. See eg the quote just above this one. [/QUOTE]
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Supposing D&D is gamist, what does that mean?
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