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Community
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: 8690320" data-attributes="member: 6785785"><p>Neither is "what's in the backpack" contradictory or something we should have known before.</p><p></p><p>Let me clarify my stance a bit, because I don't really consider any of these things better in some objective sense, I'm just stating my opinion and the reasons for it.</p><p></p><p>There are games where it makes sense to meticulously track all inventory and resources because that's an essential part of the game. B/X D&D was mentioned, Torchbearer was mentioned.... it makes sense to do so for these games because those decisions are meaningful. If you have a ton of supplies, you can't carry as much loot out of the dungeon, but if you don't bring the right supplies, you may not get much loot. And so on.</p><p></p><p>I think that anyone designing a game needs to decide how to handle these things and I think they should consider things like how easy it is to manage at the table, how engaging the inventory system may be on its own and/or when interacting with other rules, and what kind of feel the game is going for.</p><p></p><p></p><p></p><p></p><p></p><p>I don't think it's useless. As I said, it's a difference of degree, not of kind. When people say "I don't like this loadout system because it just feels far too abstract" or something similar, that's fine! When they say "I don't like when information is established after the fact" then I'll point out that many elements of the game work exactly that way. It's still fine that they feel that way... it's a preference and we're all entitled to whatever preferences we want.... but I think examining that preference further is worthwhile.</p><p></p><p></p><p></p><p>That's fine! I'm not trying to convince anyone to agree with me.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 8690320, member: 6785785"] Neither is "what's in the backpack" contradictory or something we should have known before. Let me clarify my stance a bit, because I don't really consider any of these things better in some objective sense, I'm just stating my opinion and the reasons for it. There are games where it makes sense to meticulously track all inventory and resources because that's an essential part of the game. B/X D&D was mentioned, Torchbearer was mentioned.... it makes sense to do so for these games because those decisions are meaningful. If you have a ton of supplies, you can't carry as much loot out of the dungeon, but if you don't bring the right supplies, you may not get much loot. And so on. I think that anyone designing a game needs to decide how to handle these things and I think they should consider things like how easy it is to manage at the table, how engaging the inventory system may be on its own and/or when interacting with other rules, and what kind of feel the game is going for. I don't think it's useless. As I said, it's a difference of degree, not of kind. When people say "I don't like this loadout system because it just feels far too abstract" or something similar, that's fine! When they say "I don't like when information is established after the fact" then I'll point out that many elements of the game work exactly that way. It's still fine that they feel that way... it's a preference and we're all entitled to whatever preferences we want.... but I think examining that preference further is worthwhile. That's fine! I'm not trying to convince anyone to agree with me. [/QUOTE]
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Community
General Tabletop Discussion
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Supposing D&D is gamist, what does that mean?
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