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Supposing D&D is gamist, what does that mean?
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<blockquote data-quote="Malmuria" data-source="post: 8686039" data-attributes="member: 7030755"><p>With regards as to how combat can go, I remember one time playing a game of Blades in the Dark and a player wanted her character to do something crazy. I think she was backed into a corner by some people and she wanted to pull two pistols out and fire shots while falling backwards out of a window and then fall to safety or something crazy like that. Dnd sort of falls down in managing complex yet dramatic actions like that...you'll get bogged down in rules for attacks of opportunity, how it plays out with the action economy, whether a character has some special ability that excepts them from any of the normal rules, whether the character has the right equipment in their inventory, etc. The result is that you rely on the "rule of cool." But even here there are a lot of fail points, and if the PC fails it's not clear what that means (other than, "you attack and miss"). Whereas Blades has various mechanics to set the stakes for the roll, allow the player to compile a dice pool, come up with items that she had been carrying, and have various narrative consequences depending on the roll. For example, you don't determine what items you have ahead of time, instead you have a "load" of X items. When it comes into play narratively, you can select the item you want and mark off the appropriate load. It's definitely different than characters who have to go shopping ahead of the adventure and make choices about what they might need, or else improvise with what they have, but for this kind of game it allows for more cinematic scenes.</p></blockquote><p></p>
[QUOTE="Malmuria, post: 8686039, member: 7030755"] With regards as to how combat can go, I remember one time playing a game of Blades in the Dark and a player wanted her character to do something crazy. I think she was backed into a corner by some people and she wanted to pull two pistols out and fire shots while falling backwards out of a window and then fall to safety or something crazy like that. Dnd sort of falls down in managing complex yet dramatic actions like that...you'll get bogged down in rules for attacks of opportunity, how it plays out with the action economy, whether a character has some special ability that excepts them from any of the normal rules, whether the character has the right equipment in their inventory, etc. The result is that you rely on the "rule of cool." But even here there are a lot of fail points, and if the PC fails it's not clear what that means (other than, "you attack and miss"). Whereas Blades has various mechanics to set the stakes for the roll, allow the player to compile a dice pool, come up with items that she had been carrying, and have various narrative consequences depending on the roll. For example, you don't determine what items you have ahead of time, instead you have a "load" of X items. When it comes into play narratively, you can select the item you want and mark off the appropriate load. It's definitely different than characters who have to go shopping ahead of the adventure and make choices about what they might need, or else improvise with what they have, but for this kind of game it allows for more cinematic scenes. [/QUOTE]
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Community
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Supposing D&D is gamist, what does that mean?
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