Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Supposing D&D is gamist, what does that mean?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Yora" data-source="post: 8655524" data-attributes="member: 6670763"><p>Apocalypse World is not a game in which the world exists in a defined state and the players have to discover it. Neither do player use fixed character traits on fixed world objects to produce a statistically likely outcome.</p><p>It really is more an activity in which players and GM go back and forth between them to create a story. The world of the story is being defined through the things that happen in the story. Facts are established while they are happening, not before.</p><p></p><p>All the rules of the game mechanics are not to allow the characters to do certain things, but to restrain the players and GM in what kind of new facts they can make up. Players declare intention for what they want to happen next in the story, but dice rolls will affect the outcome and consequences of that follow.</p><p></p><p>If, as a player, my character's sheet says Cool +2, that doesn't actually define anything about my character. What it does is that it increases my chances to control what consequences happen when my character does something that shows off how cool he is. If the sheet says Hard -1, I have a decreased chance that moves that show off my character's hardness will have the consequences that I intended.</p><p></p><p>Apocalypse World is where the phrase "the game is a conversation" comes from, or at least become prominent. And that's not just a banal way of saying that the game is being played by talking. It really is an activity of all the involved people telling a story in which they take turns saying "and then..." followed by "but then..."</p><p>As I said above, the rules and the moves exist to give some structure so that people don't talk wildly over each other all the time and no single person gets to be in charge for too long. One of the players says that something happens, then the GM says that one thing happens. Then again a player gets to say one thing that happens. All the moves are tools to help the GM with guidance on what might be appropriate to happeb next, and to practice restraint in not negating too much of what the players want to eatablish.</p></blockquote><p></p>
[QUOTE="Yora, post: 8655524, member: 6670763"] Apocalypse World is not a game in which the world exists in a defined state and the players have to discover it. Neither do player use fixed character traits on fixed world objects to produce a statistically likely outcome. It really is more an activity in which players and GM go back and forth between them to create a story. The world of the story is being defined through the things that happen in the story. Facts are established while they are happening, not before. All the rules of the game mechanics are not to allow the characters to do certain things, but to restrain the players and GM in what kind of new facts they can make up. Players declare intention for what they want to happen next in the story, but dice rolls will affect the outcome and consequences of that follow. If, as a player, my character's sheet says Cool +2, that doesn't actually define anything about my character. What it does is that it increases my chances to control what consequences happen when my character does something that shows off how cool he is. If the sheet says Hard -1, I have a decreased chance that moves that show off my character's hardness will have the consequences that I intended. Apocalypse World is where the phrase "the game is a conversation" comes from, or at least become prominent. And that's not just a banal way of saying that the game is being played by talking. It really is an activity of all the involved people telling a story in which they take turns saying "and then..." followed by "but then..." As I said above, the rules and the moves exist to give some structure so that people don't talk wildly over each other all the time and no single person gets to be in charge for too long. One of the players says that something happens, then the GM says that one thing happens. Then again a player gets to say one thing that happens. All the moves are tools to help the GM with guidance on what might be appropriate to happeb next, and to practice restraint in not negating too much of what the players want to eatablish. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Supposing D&D is gamist, what does that mean?
Top