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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: 8690342" data-attributes="member: 6785785"><p>Sure, there are any number of ways to handle it, and depending on how it's presented. </p><p></p><p>My point is that anything can be "jarring" for a player. Having to consult another person to confirm if I know anyone in my hometown pub would seem jarring to me. Can't I just say that I know people there? </p><p></p><p>I think that sometimes there's a knee jerk reaction against that kind of player decision even when it likely doesn't matter. In most cases, all that's going to matter is that the GM is going to go through some process to establish details that the player's idea would have already facilitated. </p><p></p><p></p><p></p><p>But that's not what I'm saying. I'm saying that when the plant is introduced to the fiction of the game, the player doesn't know if his character knows this plant or not. Typically, a Nature or Survival (or similar skill or stat) roll will be called for, and then based on the result of the roll, we establish the character's knowledge about the plant. </p><p></p><p>This happens in play all the time, and is no less "quantum" than the loadout rules from Blades. We don't know the details of something until the time they are introduced. </p><p></p><p></p><p></p><p>Right, but we're talking about the characters perceiving and experiencing those things... gravity, breathing, etc. They're not actually happening, we're just imagining them happen. So we can imagine that for the characters, time is linear, even if we as players do some things out of sequence. </p><p></p><p></p><p></p><p>Well it's partly resource management. Limited inventory slots and stress mean you have to try and make your use of those things worthwhile, much like a spell. But yes, beyond that similarity, I think it's different than player preparedness which more traditional approaches to inventory tends to test. </p><p></p><p></p><p></p><p>I hope so! I like having different games do different things, personally.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 8690342, member: 6785785"] Sure, there are any number of ways to handle it, and depending on how it's presented. My point is that anything can be "jarring" for a player. Having to consult another person to confirm if I know anyone in my hometown pub would seem jarring to me. Can't I just say that I know people there? I think that sometimes there's a knee jerk reaction against that kind of player decision even when it likely doesn't matter. In most cases, all that's going to matter is that the GM is going to go through some process to establish details that the player's idea would have already facilitated. But that's not what I'm saying. I'm saying that when the plant is introduced to the fiction of the game, the player doesn't know if his character knows this plant or not. Typically, a Nature or Survival (or similar skill or stat) roll will be called for, and then based on the result of the roll, we establish the character's knowledge about the plant. This happens in play all the time, and is no less "quantum" than the loadout rules from Blades. We don't know the details of something until the time they are introduced. Right, but we're talking about the characters perceiving and experiencing those things... gravity, breathing, etc. They're not actually happening, we're just imagining them happen. So we can imagine that for the characters, time is linear, even if we as players do some things out of sequence. Well it's partly resource management. Limited inventory slots and stress mean you have to try and make your use of those things worthwhile, much like a spell. But yes, beyond that similarity, I think it's different than player preparedness which more traditional approaches to inventory tends to test. I hope so! I like having different games do different things, personally. [/QUOTE]
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Supposing D&D is gamist, what does that mean?
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