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Supposing D&D is gamist, what does that mean?
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<blockquote data-quote="niklinna" data-source="post: 8651983" data-attributes="member: 71235"><p>Well, even Apocalypse has its hold and forward mechanics, which you get from making moves that have some plausibility in the fiction. It just doesn't bind them to concrete objects (although it totally leaves participants free to explain their hold and forward using such).</p><p></p><p>The process of generating a fiction via rules, whether simulationist, narrativist, Story Now-ist, has to have some mechanics, and the binding of mechanics to the fiction ideally involves plausibility. It doesn't have to! But then you're just doing math problems. Blades in the Dark has all these factors to consider:</p><ul> <li data-xf-list-type="ul">Player's goal in performing their action (intent and form, for example, getting the dirt on the Baron, in the form of papers in a safe revealing his crimes).</li> <li data-xf-list-type="ul">Consequences/fallout of a weak success or failure (guards giving chase/attacking, character suffering harm, bulding on fire, all that good stuff).</li> <li data-xf-list-type="ul">Character action ratings (roughly equivalent to skills).</li> <li data-xf-list-type="ul">The likely default degree of effect on a basic success.</li> <li data-xf-list-type="ul">The character's position in the situation (controlled, risky, desperate). These affect the level of benefit/severity of fallout. Formal factors in position are:<ul> <li data-xf-list-type="ul">Potency of something (lightning is very effective vs. ghosts, vampires are just potent)</li> <li data-xf-list-type="ul">Quality/tier of equipment, items, or other resources</li> <li data-xf-list-type="ul">Scale (small vs. large gang)</li> </ul></li> <li data-xf-list-type="ul">Whether you want to pay for any bonus dice on your roll, either by you (or a friend) paying stress, or by accepting a "devil's bargain" (guaranteed peripheral fallout, with many possibilities mechanical and fictional).</li> </ul><p>It is explicitly part of the rules that players can negotiate by trading position for effect, among other things. Quality is one small part of that, but it's all motivated by plausibility. Nothing dishonest or confused about it! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":-)" title="Smile :-)" data-smilie="1"data-shortname=":-)" /></p></blockquote><p></p>
[QUOTE="niklinna, post: 8651983, member: 71235"] Well, even Apocalypse has its hold and forward mechanics, which you get from making moves that have some plausibility in the fiction. It just doesn't bind them to concrete objects (although it totally leaves participants free to explain their hold and forward using such). The process of generating a fiction via rules, whether simulationist, narrativist, Story Now-ist, has to have some mechanics, and the binding of mechanics to the fiction ideally involves plausibility. It doesn't have to! But then you're just doing math problems. Blades in the Dark has all these factors to consider: [LIST] [*]Player's goal in performing their action (intent and form, for example, getting the dirt on the Baron, in the form of papers in a safe revealing his crimes). [*]Consequences/fallout of a weak success or failure (guards giving chase/attacking, character suffering harm, bulding on fire, all that good stuff). [*]Character action ratings (roughly equivalent to skills). [*]The likely default degree of effect on a basic success. [*]The character's position in the situation (controlled, risky, desperate). These affect the level of benefit/severity of fallout. Formal factors in position are: [LIST] [*]Potency of something (lightning is very effective vs. ghosts, vampires are just potent) [*]Quality/tier of equipment, items, or other resources [*]Scale (small vs. large gang) [/LIST] [*]Whether you want to pay for any bonus dice on your roll, either by you (or a friend) paying stress, or by accepting a "devil's bargain" (guaranteed peripheral fallout, with many possibilities mechanical and fictional). [/LIST] It is explicitly part of the rules that players can negotiate by trading position for effect, among other things. Quality is one small part of that, but it's all motivated by plausibility. Nothing dishonest or confused about it! :-) [/QUOTE]
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Supposing D&D is gamist, what does that mean?
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