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General Tabletop Discussion
*Dungeons & Dragons
Supposing D&D is gamist, what does that mean?
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<blockquote data-quote="hawkeyefan" data-source="post: 8689256" data-attributes="member: 6785785"><p>To comment on the Blades in the Dark gear/loadout discussion, I’ll just say that while I understand that it’s not for everyone (no rule really is, right?) I have to say that I’ve found the Blades inventory management to be a far more compelling way of handling inventory than most games I’ve played. </p><p></p><p>The reason for this is that nearly every game I’ve ever played, there is at least some amount of handwaving going on. [USER=6747251]@Micah Sweet[/USER] provided an example of spell components and how if the player hasn't restocked them in a while, the GM can just say that they no longer have those items. This is not an exact method….it’s a GM judgment call. One GM may decide one way, and another may make the opposite call. </p><p></p><p>And although maybe that example was incompletely described, many loadout/inventory rules involve a similar amount of handwaving. Many are not exact. Many others are absurd for any number of other reasons (usually carrying capacity combined with unrestricted movement and similar elements). </p><p></p><p>So, accepting that most systems fail any kind of realism sniff test, I’d rather use a system that actually creates meaningful decision points in play, and which also evokes the feeling of the world and its characters, instead of just being a test of player preparedness that’s (very often in my experience) highly contingent upon the GM being a generous, reasonable, and fair interface between the fiction and the players. Often much more so than is reasonable to expect.</p><p></p><p>I’ve played that game and one of two things happen. One, It’s tedious and annoying; or two, in order to avoid it becoming tedious and annoying, most of the rules get ignored anyway. </p><p></p><p>So give me an inventory system that will actually be relevant to play, isn’t tedious or overly complex, and feels like it fits the game being played all day.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 8689256, member: 6785785"] To comment on the Blades in the Dark gear/loadout discussion, I’ll just say that while I understand that it’s not for everyone (no rule really is, right?) I have to say that I’ve found the Blades inventory management to be a far more compelling way of handling inventory than most games I’ve played. The reason for this is that nearly every game I’ve ever played, there is at least some amount of handwaving going on. [USER=6747251]@Micah Sweet[/USER] provided an example of spell components and how if the player hasn't restocked them in a while, the GM can just say that they no longer have those items. This is not an exact method….it’s a GM judgment call. One GM may decide one way, and another may make the opposite call. And although maybe that example was incompletely described, many loadout/inventory rules involve a similar amount of handwaving. Many are not exact. Many others are absurd for any number of other reasons (usually carrying capacity combined with unrestricted movement and similar elements). So, accepting that most systems fail any kind of realism sniff test, I’d rather use a system that actually creates meaningful decision points in play, and which also evokes the feeling of the world and its characters, instead of just being a test of player preparedness that’s (very often in my experience) highly contingent upon the GM being a generous, reasonable, and fair interface between the fiction and the players. Often much more so than is reasonable to expect. I’ve played that game and one of two things happen. One, It’s tedious and annoying; or two, in order to avoid it becoming tedious and annoying, most of the rules get ignored anyway. So give me an inventory system that will actually be relevant to play, isn’t tedious or overly complex, and feels like it fits the game being played all day. [/QUOTE]
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Supposing D&D is gamist, what does that mean?
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