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Supposing D&D is gamist, what does that mean?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8655741" data-attributes="member: 82106"><p>I think the ultimate response here is that the fundamental difference between AW and 5e is that AW's rules govern the unfolding of a story, they regulate it, assign various responsibilities within it to the game participants, etc. In no way does AW's mechanics particularly bear on some imaginary world! 5e's mechanics are FUNDAMENTALLY about governing the characteristics of some imaginary world 'owned' by a GM. The fiction 'comes together' in AW on the basis of the rules clauses that were quoted by [USER=42582]@pemerton[/USER] above (and probably more significantly by the unspoken basic paradigmatic structure of all RPGs, that there IS a shared fiction). The primary mechanism of fiction creation in 5e is based on an externally written environment, often with meta-plot, preconceived 'paths' of development, etc. where the players then declare action which act as prompts on the GM to add more description, and suggest what form that description should take. In BOTH games the fiction is all generated by the GM, but in AW (PbtA generally) the inputs of the player put HARD CONSTRAINTS on what the GM can do next. In 5e there are no explicit constraints, though normative play includes a fair number of things that bind on the GM in most cases. Classic Gygaxian play binds the GM a bit more strongly, obligating them to faithfully describe and adjudicate their dungeon map and key (and you could do this sort of play with 5e by accepting this kind of limitation and map/key generation process).</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8655741, member: 82106"] I think the ultimate response here is that the fundamental difference between AW and 5e is that AW's rules govern the unfolding of a story, they regulate it, assign various responsibilities within it to the game participants, etc. In no way does AW's mechanics particularly bear on some imaginary world! 5e's mechanics are FUNDAMENTALLY about governing the characteristics of some imaginary world 'owned' by a GM. The fiction 'comes together' in AW on the basis of the rules clauses that were quoted by [USER=42582]@pemerton[/USER] above (and probably more significantly by the unspoken basic paradigmatic structure of all RPGs, that there IS a shared fiction). The primary mechanism of fiction creation in 5e is based on an externally written environment, often with meta-plot, preconceived 'paths' of development, etc. where the players then declare action which act as prompts on the GM to add more description, and suggest what form that description should take. In BOTH games the fiction is all generated by the GM, but in AW (PbtA generally) the inputs of the player put HARD CONSTRAINTS on what the GM can do next. In 5e there are no explicit constraints, though normative play includes a fair number of things that bind on the GM in most cases. Classic Gygaxian play binds the GM a bit more strongly, obligating them to faithfully describe and adjudicate their dungeon map and key (and you could do this sort of play with 5e by accepting this kind of limitation and map/key generation process). [/QUOTE]
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