Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
The Dumbing Down of RPGs
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Celebrim" data-source="post: 6361056" data-attributes="member: 4937"><p>Just as a caution here, while I agree that Gygaxian play is undoubtedly 'gamist', I think it is also undoubtedly 'simulationist' as well. Don't pigeonhole his thoughts into a single narrow convenient box. In FORGE speak, that the system had two goals makes it the equivalent of 'badwrongfun' since according to the theory no system is able to fulfill both goals at once well. Such a system and its designers are supposedly be confused, discordant, conflicted, or whatever PC term they are calling it now. However, I argue that the theory is wrong. No system that isn't able to fulfill multiple aesthetics of play can claim to be truly deep and satisfying in the long run. </p><p></p><p>So when you look at Gygaxian play, you could get 'stuck' because being stuck fulfilled multiple aesthetic goals of play. Failing sucked for sure, but the only thing that would have sucked worse would have been not allowing failure because it undermined everyone's presumed goal of feeling like real participants and even heroes in a real fantasy world. It was a challenge to step on up to for sure, but it was also a logical result within the simulation of the living world as a whole. The DM had in Gygax's mind no responsibility for seeing any individual challenge could be overcome. In Gygax's mind, the party 'fails forward' simply by taking a different corridor. The party, or (and this is key) <em>a different party with perhaps different players</em> could perhaps find a way to open that 'unopenable' door. And incidentally, that is a narrativist goal as well, because it meant that that party would now have a unique story which could be shared with the other players perhaps after classes the next day. So you can see that Gygax here even had an aesthetic of play the GNS theory doesn't encompass - play as a way to create a sense of shared community. And incidentally, that may not be GNS but it is for many players a primary goal of play. The challenge, drama, and sense of being in an alternative world can be for a player entirely secondary to that.</p><p></p><p>To understand Gygax fully, I think you have to play the way he was playing. I certainly didn't appreciate that until I was running a game in a similar fashion.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 6361056, member: 4937"] Just as a caution here, while I agree that Gygaxian play is undoubtedly 'gamist', I think it is also undoubtedly 'simulationist' as well. Don't pigeonhole his thoughts into a single narrow convenient box. In FORGE speak, that the system had two goals makes it the equivalent of 'badwrongfun' since according to the theory no system is able to fulfill both goals at once well. Such a system and its designers are supposedly be confused, discordant, conflicted, or whatever PC term they are calling it now. However, I argue that the theory is wrong. No system that isn't able to fulfill multiple aesthetics of play can claim to be truly deep and satisfying in the long run. So when you look at Gygaxian play, you could get 'stuck' because being stuck fulfilled multiple aesthetic goals of play. Failing sucked for sure, but the only thing that would have sucked worse would have been not allowing failure because it undermined everyone's presumed goal of feeling like real participants and even heroes in a real fantasy world. It was a challenge to step on up to for sure, but it was also a logical result within the simulation of the living world as a whole. The DM had in Gygax's mind no responsibility for seeing any individual challenge could be overcome. In Gygax's mind, the party 'fails forward' simply by taking a different corridor. The party, or (and this is key) [I]a different party with perhaps different players[/I] could perhaps find a way to open that 'unopenable' door. And incidentally, that is a narrativist goal as well, because it meant that that party would now have a unique story which could be shared with the other players perhaps after classes the next day. So you can see that Gygax here even had an aesthetic of play the GNS theory doesn't encompass - play as a way to create a sense of shared community. And incidentally, that may not be GNS but it is for many players a primary goal of play. The challenge, drama, and sense of being in an alternative world can be for a player entirely secondary to that. To understand Gygax fully, I think you have to play the way he was playing. I certainly didn't appreciate that until I was running a game in a similar fashion. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
The Dumbing Down of RPGs
Top