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Supposing D&D is gamist, what does that mean?
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<blockquote data-quote="hawkeyefan" data-source="post: 8694549" data-attributes="member: 6785785"><p>I think, since this thread was initially about gamism, I’d say that I wish game designers and players took that into consideration. How does the inventory aspect play as part of the game? Does it offer meaningul decision points? Does it create interesting events in play? Does it inform other elements of play? In short… does it matter?</p><p></p><p>Having encumbrance and tracked resources works for specific play modes like dungeon delving or wilderness travel. So for early editions of D&D or retroclones like OSE, that is an important part of the play experience; managing your resources versus acquiring treasure. That element is largely absent in 5e, which has a far less narrow focus.</p><p></p><p>As [USER=7030755]@Malmuria[/USER] said, doing things that way is largely a lingering remnant of the earlier systems. But given the other changes in the game, it’s a remnant that doesn’t really make sense. The encumberance rules, the GP economy, the kits of equipment, and many many abilities that are immediately available at character generation… all of these things work against the kind of resource management that funcions as a gamist element. These different elements of the game are either not working in unison or are entirely at odds.</p><p></p><p>I’d rather have seen the designers either introduce rules of some kind, any kind, to make that part of the game meaningful, or else simply not worry about it at all. </p><p></p><p>I’ve run a lot of 5e. I’ve played a good amount as well. I’ve stopped worrying at all what gear is on the character sheets. Basically, if a player says they have something, I allow it. This has not really affected our games at all, other than I have players who are a bit less frustrated. </p><p></p><p>I think 5e does what it does because that’s the way it’s been done in the past, and they didn’t consider how other changes made would impact that (or perhaps more likely they realized and decided not to worry about it). I think this also applies to a lot of players and GMs. This is the way it’s always been done, and nothing else makes sense to them.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 8694549, member: 6785785"] I think, since this thread was initially about gamism, I’d say that I wish game designers and players took that into consideration. How does the inventory aspect play as part of the game? Does it offer meaningul decision points? Does it create interesting events in play? Does it inform other elements of play? In short… does it matter? Having encumbrance and tracked resources works for specific play modes like dungeon delving or wilderness travel. So for early editions of D&D or retroclones like OSE, that is an important part of the play experience; managing your resources versus acquiring treasure. That element is largely absent in 5e, which has a far less narrow focus. As [USER=7030755]@Malmuria[/USER] said, doing things that way is largely a lingering remnant of the earlier systems. But given the other changes in the game, it’s a remnant that doesn’t really make sense. The encumberance rules, the GP economy, the kits of equipment, and many many abilities that are immediately available at character generation… all of these things work against the kind of resource management that funcions as a gamist element. These different elements of the game are either not working in unison or are entirely at odds. I’d rather have seen the designers either introduce rules of some kind, any kind, to make that part of the game meaningful, or else simply not worry about it at all. I’ve run a lot of 5e. I’ve played a good amount as well. I’ve stopped worrying at all what gear is on the character sheets. Basically, if a player says they have something, I allow it. This has not really affected our games at all, other than I have players who are a bit less frustrated. I think 5e does what it does because that’s the way it’s been done in the past, and they didn’t consider how other changes made would impact that (or perhaps more likely they realized and decided not to worry about it). I think this also applies to a lot of players and GMs. This is the way it’s always been done, and nothing else makes sense to them. [/QUOTE]
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