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Supposing D&D is gamist, what does that mean?
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<blockquote data-quote="pemerton" data-source="post: 8654601" data-attributes="member: 42582"><p>Not sure. I've played DW but not GMed it. I've neither played nor GMed AW but have read it pretty closely and drawn it on heavily to help me GM Classic Traveller. I would like to GM it one day.</p><p></p><p>Fair enough!</p><p></p><p>My agenda in my reply to you is this: I think there is a tendency for some posters to glom all "story now" RPGing together, and to assume that what makes play "story now" is to give players lots of content authority, with that authority being driven by player intentions/desires for their PCs.</p><p></p><p>But in AW the allocations of authority are completely traditional except for a very small number of cases (eg the Battlebabe move that lets the player identify someone who will die in a fight). Yet it reliably delivers "story now" play. And this is because of the design of the moves, plus the role of custom moves, plus the principles that govern what the GM says when. Those aspects of the design are where the genius is to be found. (In that sense it's a much more technically brilliant game than, say, Prince Valiant or Burning Wheel.)</p></blockquote><p></p>
[QUOTE="pemerton, post: 8654601, member: 42582"] Not sure. I've played DW but not GMed it. I've neither played nor GMed AW but have read it pretty closely and drawn it on heavily to help me GM Classic Traveller. I would like to GM it one day. Fair enough! My agenda in my reply to you is this: I think there is a tendency for some posters to glom all "story now" RPGing together, and to assume that what makes play "story now" is to give players lots of content authority, with that authority being driven by player intentions/desires for their PCs. But in AW the allocations of authority are completely traditional except for a very small number of cases (eg the Battlebabe move that lets the player identify someone who will die in a fight). Yet it reliably delivers "story now" play. And this is because of the design of the moves, plus the role of custom moves, plus the principles that govern what the GM says when. Those aspects of the design are where the genius is to be found. (In that sense it's a much more technically brilliant game than, say, Prince Valiant or Burning Wheel.) [/QUOTE]
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Community
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Supposing D&D is gamist, what does that mean?
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