That is a pretty severe parsing of words.
You presented not getting there on time as a problem caused by simulation. The lack of the actual word "criticism" does nothing to change that.
Here are the passages in my first two passages on this issue in this thread:
As I mentioned earlier, this seems to be somewhat scenario-specific. In particular, it seems to posit the PCs tackling an active opposition, rather than something more passive. It also seems to require a willingness to have the PCs fail off-stage.
For those who (i) want the passive "opponent" option (eg ruins exploration), and/or (ii) want the "failures only happen onstage" option, then the 15-minute day is a rules problem, given that - with changes to the rules - those sorts of scenarios and approaches can be made eminently playable.
I'm happy for time to be a factor in the fiction ("If we don't rescue the prisoners in time, they'll all be sacrificed!"). But if it's going to be a factor in
resolution, I want that to play out onstage ("Oh know - the gnoll demon priest is about to sacrifice those prisoners, and there's a demon and an ogre in the way - do you think you can get through there to rescue them?" - as it happens, the players in my game adopted defensive tactics at the start of the encounter and lost one of the prisoners).
This passage has influenced quite a bit how I think about and adjudicate ingame time (and some other things as well - the bolding is mine):
<snip Edwards' example of Simulationism over-riding Narrativism</snip>
Conversely, when framing narratively intense scenes is allowed to override simulationist concerns, the hero will arrive "just in time" to try and stop the villain detonating the bomb (or sacrificing the prisoners, or . . .).
A related comment - when Gygax says in the DMG that there can be no meaningful campaign without properly tracking time and treating it as a player resource, he is wrong. For some sorts of play - especially operational gamist play - what he says is true. But there are other ways to play the game.
There is no criticism here. There is an example of the contrast between simulationist and narrativist priorities, and a contrast of playstyles for which "timeline pressure" may or may not work as a solution to the 15 minute adventuring day.
As I said in the first of these two posts, for those who (i) want the passive "opponent" option (eg ruins exploration), and/or (ii) want the "failures only happen onstage" option, then the 15-minute day
is a rules problem - not a problem of scenario design. To fix it, you need to change the rules. In Rolemaster, I've adopted various rules changes over the years - one was to have everyone play spellcasters (a de facto PC build rules changes), another was to ensure that fighters play as strongly as nova-ing spellcasters. 4e adopts a different rules change, namely, reducing in various ways the availability and the effectiveness of nova-ing.
The second post talks explicitly about what I want out of a game, and says in a playstyle according to which framing narratively intense scenes is allowed to override simulationist concerns, the hero will arrive "just in time". Obviously that is not a universal playstyle. But it is one for which the timeline "fix" to the 15 minute day won't work. Luckily, a range of other fixes - I myself have used 3 over the years, and I'm sure they are not the only ones possible - can be usd.
You then started posting, telling me that my approach makes long term consequences impossible. Which, for the various reasons I have given, is not true - unless by long term consequences you mean strategic/opeational consequences - but the sort of playstyle I am talking about obviously does not prioritise those sorts of consequences.
And you continue to change the terms of the conversation. Your initial point that got my attention was about calculating how far a character could travel and determining whether or not the character could get there in time. Obviously for that analysis to exist there must be a known distance and time already established.
My example was to contrast playstyles. I even linked to the Edwards essay that I quoted, which makes it clear - if the heading that I quoted didn't make it clear, although I personally think it is pretty unambiguous - that he is contrasting playstyles (or, as he calls them, "player priorities"). He is contrasting how a simulationist and a narrativist playstyle would resolve the "getting there on time" issue. A simulationist would care about distance and time - the ingame causal constraints. A narrativist approach is more likely to focus on the metagame ("here comes the climax!"). Keeping track of time and distance is bound up in those two approaches. The simulationist is likely to keep track of them - in the sort of way that Gygax talks about in his DMG - precisely because the simulationinst wants those considerations to settle the matter. The narativist is likely to track those sorts of things far more loosely - along the lines of the Maelstrom Storytelling quote that I posted upthread - precisely because the narrativist doesn't care about them as much, and is not relying upon them to constrain scene extrapolation/transition.
So the comparison in playstyles in fact does not presuppose that the time and distance are known. Part of the comparison is
whether or not the players of the game care about knowing them.
So creating new situations in which the issue simply does not apply does nothing to challenge my point, it just changes the subject.
I don't really know what your point is. And I'm not changing
my subject. My subject continues to be what I have consistently posted upthread - that the timeline "fix" for the 15 minute day isn't a fix for those who (i) want passive scenarios, and/or (ii) don't want failure to occur offscreen. Or, to put generalise, it is a fix for some playstyles (which are probably also playstyles for which Gygax's timekeeping advice is relevant) but not others.
If a character needs to get from A to B in X time and those elements are known and it also turns out that the character can not travel that far in X time, then broadly speaking the DM has two options.
He can work with the way simulation would have it and the character does not arrive on time.
Or he can reject simulation and declare that the character will get there on time anyway.
OK. But now who do you think runs games this way? I took it to be obvious that in a "no failure on stage" game, at least one of the following is kept flexible/underdetermined - the time, or the distance. Keeping the time flexibile can be done as [MENTION=22779]Hussar[/MENTION] suggested above, and as was implicit in my quote above from Paul Czege - namely, leaving the NPCs' plans loose in your mind, to enable them to be retrofitted to the desired framings and conflicts. It can also be done by keeping the narration of the PCs' activities flexible - "You hurry across town, making terrific time" - is that 10 minutes or 15 minutes? We don't need to know, provided that action resolution mechanics aren't involved - this is why spell durations in pre-4e D&D, Rolemaster and other fantasy games aren't so good for this sort of playstyle, because they
can require keeping track of durations down to the last few minutes.
Alternatively, you can keep the distance flexible - which was part of the point of the quote from Maelstrom Storytelling above.
Of course, if you use simulationist techniques in your game - of tracking time and distance in a way that sets pre-determined limits on who can be where when - then you will
have to determine who gets where in accordane with those limits set by those techniques! My point was that, for those running a game using other techniques, of the sort I've been talking about, "fixes" for the 15 minute day that rely upon the simulationist techniques - like timelines - won't work.
If the DM chooses the later then every choice the player made which caused them to be at A is meaningless to the question because they are still getting there on time.
<snip>
It is fine to call that latter option more fun.
Well, I would call it cheating, but I have very strong views about the GM not suspending the action resolution mechanics.
But I have to say - if you think that in talking about narrativist rather than simulationist techniques, you think I am talking about measuring all the times and distances precisely and then ignoring them, then I get the impression that you don't really have a great familiarity with how non-simulationinst techniques work.
On the other hand, I now have a better idea of why you think my game must be crap - because you're envisaging a game which is just like yours, except from time to time we cheat and rewrite things to get the desired narrative outcome! And yes, that would be a crappy game. The whole point of the "Forge revolution" in mechanics has been to design games which use different techniques for scene framing and action resolution, so that narrativist concerns can trump simulationist ones without having to cheat and rewrite in the way that you seem to be envisaging.
To allude back to the Maelstrom Storytelling quote - if, in playing the game, you
have to know how wide the cavern is, or how strong the wind is that the GM is narrating as making the jump a difficult one, or whether it did take 10 or 15 minutes to get across the city, then the sort of techniques I'm describing in this and my earlier posts won't be for you. Which is fine. Like I said at the start, I'm not criticising anyone. I'm talking about what sorts of "fixes" will work for what sorts of playstyles.