Doug McCrae
Legend
Yeah, it is. It's just like Gygaxian D&D in that respect. The text of 1e can be misleading because Gary sometimes gives simulationist justifications for elements that are really game-y or gamist.Yet 4e D&D seems primarily Gamist in design
When questioned about the whys and wherefores of D&D I sometimes rationalize the matter and give “realistic” and “logical” reasons. The truth of the matter is that D&D was written principally as a game — perhaps I used game realism and game logic consciously or unconsciously when I did so, but that is begging the question. Enjoyment is the real reason for D&D being created, written, and published.
- Gary Gygax, “Role-Playing: Realism vs. Game Logic; Spell Points, Vanity Press and Rip-offs”, Dragon #164e is 1e, passed thru the coherence and simulationism of 3e, remolded to be gamist again. But it's mostly battlegrid gamism, as opposed to Gary's 'whole game' gamism.
A lot of people felt 1e D&D wasn't simulationist enough - most houserules at the time were probably intended to make it more realistic. Few would've houseruled 1e to make it more gamist, there wasn't room to do so as it was plenty gamist already. (Though there may have been tweaking to re-balance classes, etc.)
Lots of elements of rpgs are probably there primarily because they are fun. Critical hits are the outstanding example, rpgers love 'em. One could argue in their favour from a simulationist perspective but I don't think that's why they exist. Gary argues against critical hits in the 1e DMG because they're not gamist enough - the PCs die too quick, so there's less opportunity for player decision-making.I think Savage Worlds is a good example of a game with lots of feels-like-a-game Gamey elements, included for fun ('wild cards', 'raises', 'aces', 'bennies' et al), but not centred on player-challenge Gamist design.
Action points, and their equivalents in other systems, I think also exist mostly because they are fun.
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