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General Tabletop Discussion
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Supposing D&D is gamist, what does that mean?
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<blockquote data-quote="Campbell" data-source="post: 8650146" data-attributes="member: 16586"><p>[USER=7025508]@Crimson Longinus[/USER]</p><p></p><p>I think this shows why keeping a somewhat consistent play structure is so important.</p><p></p><p>Most games that use player intent to determine stakes you do not frame the action for the overall play group, but for a specific player character. When it's your turn to act it's your turn. The expectation is that when you are called on you are doing something that will move the game forward. Inaction even for a moment will lead to a change to the fiction, often increasing the risk in someway.</p><p></p><p>In something like a 4e skill challenge the group as a whole sets the intent.</p><p></p><p>Most games that utilize player intent are not even based around a group of characters. Instead they feature individual characters with individual goals that sometimes align and sometimes do not.</p><p></p><p>I think this does highlight why using a resolution system designed to enable player protagonism in a structure meant to focus on group problem solving and exploration of story, character and setting is not the best fit. I'm personally not a fan of mixing task resolution and conflict resolution procedures within the scope of the same game because I think it's confusing to players. Player decisions are made based on how they think play is going to be structured. When you change up the fundamental structure of play from moment to moment then it becomes impossible to confidently move within the play space.</p></blockquote><p></p>
[QUOTE="Campbell, post: 8650146, member: 16586"] [USER=7025508]@Crimson Longinus[/USER] I think this shows why keeping a somewhat consistent play structure is so important. Most games that use player intent to determine stakes you do not frame the action for the overall play group, but for a specific player character. When it's your turn to act it's your turn. The expectation is that when you are called on you are doing something that will move the game forward. Inaction even for a moment will lead to a change to the fiction, often increasing the risk in someway. In something like a 4e skill challenge the group as a whole sets the intent. Most games that utilize player intent are not even based around a group of characters. Instead they feature individual characters with individual goals that sometimes align and sometimes do not. I think this does highlight why using a resolution system designed to enable player protagonism in a structure meant to focus on group problem solving and exploration of story, character and setting is not the best fit. I'm personally not a fan of mixing task resolution and conflict resolution procedures within the scope of the same game because I think it's confusing to players. Player decisions are made based on how they think play is going to be structured. When you change up the fundamental structure of play from moment to moment then it becomes impossible to confidently move within the play space. [/QUOTE]
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Supposing D&D is gamist, what does that mean?
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