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
*Dungeons & Dragons
Why the claim of combat and class balance between the classes is mainly a forum issue. (In my opinion)
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="innerdude" data-source="post: 6242494" data-attributes="member: 85870"><p>It's been over two years since I really sat down and thoroughly went through Ron Edwards' GNS essays, but I don't recall that particular verbiage. If you have some supporting evidence that suggests it's valid in this context, I'd love to see it; otherwise, as it is "aesthetic priority" is too nebulous in this context to provide any real meaning here. </p><p></p><p>However, here is Ron Edwards' definition of gamism <a href="http://www.indie-rpgs.com/articles/3/" target="_blank">in his own words</a>:</p><p></p><p></p><ul> <li data-xf-list-type="ul"><strong>Gamism</strong> is expressed by competition among participants (the real people); it includes victory and loss conditions for characters, both short-term and long-term, that reflect on the people's actual play strategies. The listed elements provide an arena for the competition.</li> </ul><p></p><p>In this sense, an RPG with <em>n</em><em>othing but gamist rules structures </em>is nothing more than "an arena for competition." Taken to its absolute extreme, gamism removes "narrative" and "story" from the equation entirely, and inhabits its own self-contained competitive space, with victory and loss conditions that reflect actual play strategy. </p><p></p><p>Sure, Edwards recognizes that there are both short- and long-term "win and loss" conditions----but <em>unless the players and group ascribe some kind of narrative form, element, or substance to those conditions</em>, they cease to exist beyond any single "step on up" encounter. Gamism in an RPG only achieves <em>meaning in the fiction</em> when it is necessarily attached to some kind of narrative structure---"We did this, and as a consequence this happened, and as such, we are now faced with challenges X, Y, and Z." Now, in some instances, a GM may only care about X, Y, and Z as situational variables to set up the next gamist encounter, to provide "flavor" for the next "step on up." But even in as minimal fashion as that, a gamist agenda still relies upon something besides <em>pure gamism</em> to create the "shared fiction" and flow of events happening in an RPG.</p><p></p><p>Again, don't get me wrong----I am absolutely not opposed to gamism. I am a die-hard Eurogamer. I absolutely love Dominion, Lord of the Rings Living Card Game, 7 Wonders, et. al. What I'm saying is that an RPG that radically, massively, and unabashedly makes gamism the primary focus of its playstyle agenda will RIGHT NOW, TODAY have a hard time differentiating itself from other gamist pursuits WITHOUT a very strong, coherent narrative / story component to back it up. The Legend of Drizzt board games have a more than superficial resemblance to the core 4e mechanics----but it's not an RPG any more than Dominion is. </p><p></p><p>Now, the flip side to this, is that narrativism without a rules structure literally is "a bunch of people sitting around a campfire telling stories." There's no interactive "space" for dramatic resolution other than simply everyone agreeing, "Yeah, that's what really happened." The <em>game</em> in an RPG is important. I'm merely saying that an RPG <em>in our current social, technological, and entertainment climate </em>is going to have a dramatically harder time differentiating itself as a gamist pursuit. In other words, when WotC made 4e, they attached the cart to the wrong horse. They thought an emphasis on encounter-level gamism was going to build their audience, when in fact, RPGs are now differentiated from other gamist pursuits by their <em>narrative</em> elements.</p></blockquote><p></p>
[QUOTE="innerdude, post: 6242494, member: 85870"] It's been over two years since I really sat down and thoroughly went through Ron Edwards' GNS essays, but I don't recall that particular verbiage. If you have some supporting evidence that suggests it's valid in this context, I'd love to see it; otherwise, as it is "aesthetic priority" is too nebulous in this context to provide any real meaning here. However, here is Ron Edwards' definition of gamism [URL="http://www.indie-rpgs.com/articles/3/"]in his own words[/URL]: [LIST] [*][B]Gamism[/B] is expressed by competition among participants (the real people); it includes victory and loss conditions for characters, both short-term and long-term, that reflect on the people's actual play strategies. The listed elements provide an arena for the competition. [/LIST] In this sense, an RPG with [I]n[/I][I]othing but gamist rules structures [/I]is nothing more than "an arena for competition." Taken to its absolute extreme, gamism removes "narrative" and "story" from the equation entirely, and inhabits its own self-contained competitive space, with victory and loss conditions that reflect actual play strategy. Sure, Edwards recognizes that there are both short- and long-term "win and loss" conditions----but [I]unless the players and group ascribe some kind of narrative form, element, or substance to those conditions[/I], they cease to exist beyond any single "step on up" encounter. Gamism in an RPG only achieves [I]meaning in the fiction[/I] when it is necessarily attached to some kind of narrative structure---"We did this, and as a consequence this happened, and as such, we are now faced with challenges X, Y, and Z." Now, in some instances, a GM may only care about X, Y, and Z as situational variables to set up the next gamist encounter, to provide "flavor" for the next "step on up." But even in as minimal fashion as that, a gamist agenda still relies upon something besides [I]pure gamism[/I] to create the "shared fiction" and flow of events happening in an RPG. Again, don't get me wrong----I am absolutely not opposed to gamism. I am a die-hard Eurogamer. I absolutely love Dominion, Lord of the Rings Living Card Game, 7 Wonders, et. al. What I'm saying is that an RPG that radically, massively, and unabashedly makes gamism the primary focus of its playstyle agenda will RIGHT NOW, TODAY have a hard time differentiating itself from other gamist pursuits WITHOUT a very strong, coherent narrative / story component to back it up. The Legend of Drizzt board games have a more than superficial resemblance to the core 4e mechanics----but it's not an RPG any more than Dominion is. Now, the flip side to this, is that narrativism without a rules structure literally is "a bunch of people sitting around a campfire telling stories." There's no interactive "space" for dramatic resolution other than simply everyone agreeing, "Yeah, that's what really happened." The [I]game[/I] in an RPG is important. I'm merely saying that an RPG [I]in our current social, technological, and entertainment climate [/I]is going to have a dramatically harder time differentiating itself as a gamist pursuit. In other words, when WotC made 4e, they attached the cart to the wrong horse. They thought an emphasis on encounter-level gamism was going to build their audience, when in fact, RPGs are now differentiated from other gamist pursuits by their [I]narrative[/I] elements. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Why the claim of combat and class balance between the classes is mainly a forum issue. (In my opinion)
Top