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Supposing D&D is gamist, what does that mean?
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<blockquote data-quote="Malmuria" data-source="post: 8687223" data-attributes="member: 7030755"><p>Yeah, so "climbing gear" is two slots, "heavy armor" is three slots, a "large weapon" is two slots, etc</p><p></p><p>I think the general idea is that the characters plan out what they are going to do in advance, but you don't need to roleplay all that at the table. Rather, there are various ways you can say in the middle of the session, "but I planned for this." Load is one way, but probably the bigger way are flashbacks, where you spend "stress" (a kind of HP) to roleplay scenes that happened earlier. So you might want to have a flashback of your character paying off a guard that happened 3 days earlier, so that now the guard lets you through a specific door.</p><p></p><p>I can see how this would be weird, since we (as people) experience external time as linear. If I am packing for a trip and I forget to pack my phone charger, then I'm just out of luck. But then, I will probably spend more time planning and packing for a trip than the length of an average rpg session. There are many ways, even in dnd, where a long amount of time is collapsed for the sake of expedient play. What blades does is say, "during that time you were planning," without you having to do all that planning in real time. Further, while I might experience my day in a linear way, narratives are often non-linear, so if the goal of your rpg is to create a story, linearity is not so important.</p><p></p><p>fwiw, I'm the sort of person who also enjoys the inventory mini game of classic dnd. I like thinking about what sort of items my character might need, weighted (no pun intended!) against how much money they have and how much they can carry. I enjoy different slot based inventory systems that force you to visualize how your character is physically carrying all those bulky items. And then of course there is the whole problem of getting treasure of the dungeon. There are also entire OSR games that are premised around characters starting with random equipment, so that players have to think laterally and macgyver their way of situations (for example, <a href="https://lfosr.com/product/knave-standard-edition/#:~:text=What%20Is%20Knave%3F,to%20use%20them%20with%20Knave." target="_blank">Knave </a>and <a href="https://cairnrpg.com/" target="_blank">Cairn</a>).</p></blockquote><p></p>
[QUOTE="Malmuria, post: 8687223, member: 7030755"] Yeah, so "climbing gear" is two slots, "heavy armor" is three slots, a "large weapon" is two slots, etc I think the general idea is that the characters plan out what they are going to do in advance, but you don't need to roleplay all that at the table. Rather, there are various ways you can say in the middle of the session, "but I planned for this." Load is one way, but probably the bigger way are flashbacks, where you spend "stress" (a kind of HP) to roleplay scenes that happened earlier. So you might want to have a flashback of your character paying off a guard that happened 3 days earlier, so that now the guard lets you through a specific door. I can see how this would be weird, since we (as people) experience external time as linear. If I am packing for a trip and I forget to pack my phone charger, then I'm just out of luck. But then, I will probably spend more time planning and packing for a trip than the length of an average rpg session. There are many ways, even in dnd, where a long amount of time is collapsed for the sake of expedient play. What blades does is say, "during that time you were planning," without you having to do all that planning in real time. Further, while I might experience my day in a linear way, narratives are often non-linear, so if the goal of your rpg is to create a story, linearity is not so important. fwiw, I'm the sort of person who also enjoys the inventory mini game of classic dnd. I like thinking about what sort of items my character might need, weighted (no pun intended!) against how much money they have and how much they can carry. I enjoy different slot based inventory systems that force you to visualize how your character is physically carrying all those bulky items. And then of course there is the whole problem of getting treasure of the dungeon. There are also entire OSR games that are premised around characters starting with random equipment, so that players have to think laterally and macgyver their way of situations (for example, [URL='https://lfosr.com/product/knave-standard-edition/#:~:text=What%20Is%20Knave%3F,to%20use%20them%20with%20Knave.']Knave [/URL]and [URL='https://cairnrpg.com/']Cairn[/URL]). [/QUOTE]
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Supposing D&D is gamist, what does that mean?
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