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Supposing D&D is gamist, what does that mean?
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<blockquote data-quote="Malmuria" data-source="post: 8692402" data-attributes="member: 7030755"><p>I don’t know that knowledge checks function similarly to flashbacks. Knowledge checks seem like an acknowledgement that the character knows more about the world they live in than the player, because that world was created by the gm. Whereas with flashbacks, neither player nor gm knows how it is going to play out. That’s part of the fun of flashbacks—playing it out and figuring out together how it’s going to affect the story/score. I don’t know if it originated in blades, but its an innovative aspect of the game <em>because</em> it works differently than things like dnd knowledge checks.</p><p></p><p>In terms of what purposes having or not having rope serves, for me it is part of the risk/reward structure of classic dnd (not 5e). In that, you have to make choices of what you can carry, and those choices should be strategic, and you are rewarded if they come into play meaningfully or if you are able to use the equipment you brought in a novel and unexpected way to solve the problem at hand. It’s similar to picking out your spells at the beginning of the day.</p><p></p><p>Basically, classic dnd is interested in <em>planning ahead,</em> and Blades in the Dark is a rejection such gameplay.</p></blockquote><p></p>
[QUOTE="Malmuria, post: 8692402, member: 7030755"] I don’t know that knowledge checks function similarly to flashbacks. Knowledge checks seem like an acknowledgement that the character knows more about the world they live in than the player, because that world was created by the gm. Whereas with flashbacks, neither player nor gm knows how it is going to play out. That’s part of the fun of flashbacks—playing it out and figuring out together how it’s going to affect the story/score. I don’t know if it originated in blades, but its an innovative aspect of the game [I]because[/I] it works differently than things like dnd knowledge checks. In terms of what purposes having or not having rope serves, for me it is part of the risk/reward structure of classic dnd (not 5e). In that, you have to make choices of what you can carry, and those choices should be strategic, and you are rewarded if they come into play meaningfully or if you are able to use the equipment you brought in a novel and unexpected way to solve the problem at hand. It’s similar to picking out your spells at the beginning of the day. Basically, classic dnd is interested in [I]planning ahead,[/I] and Blades in the Dark is a rejection such gameplay. [/QUOTE]
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Supposing D&D is gamist, what does that mean?
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