Yes. Though the purist-for-system games tend to adopt inworld features designed to at least nudge things in a genre direction - eg the spells in RM, and the magic systems in RQ. At least in RM, this does tend to cause caster/non-caster balance issues of a sort that I'm pretty sure you are familiar with in (at least some versions of) D&D.So simulating an imagined reality where a genre story could be set and might actually happen (but probably never will, to your character), vs simulating the conventions of a genre story so events tend to tie together into one (if not necessarily a good one).
There is no disparaging of high-concept sim, nor of purist-for-system sim. There is disparaging of 2nd ed AD&D and White Wolf, but that is because their mechanics, when used as written, don't actually deliver the promised genre experience. CoC and Ars Magica, which don't have this problem, aren't disparaged at all.Apart from the inevitable-seeming pointlessness of building up one and disparaging the other, not terrible
Can we have quotes for this? He doesn't say any such thing in the "Right to Dream" essay, and as someone who has played a bit of RQ and Traveller, and a lot of RM, I think he nails purist-for-system perfectly.Ron Edwards labelled simulationist play incoherent which meant either he doesn't understand it or it doesn't fit the model properly.
He does say that some high concept sim games (especially AD&D 2nd ed and White Wolf/Storyteller) are incoherent, but that is for the reasons I stated in my post and reiterated just above: they ostensibly aim at genre fidelity/replication, but have no system to achieve that other than GM override of the classic D&D-style combat mechanics plus a task-resolution skill system. He doesn't suggest that CoC is incoherent, nor Ars Magica.
Rolemaster allows for both the falling outcomes, though not at the correct odds: any fall has a 1 in 50 chance of doing no damage regardless of its distance (because an 01 or 02 is always a "fumble", or auto-miss in the case of a fall); and between high open-ended attack rolls plus crit tables any fall can deal a fatal injury.Big stong men have died falling off a step ladder. A stewardess survived a fall of 33,000 feet. Is there any game in the world that allows for both of those outcomes?
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Something no game I've ever played models is the fact that wounds may get worse over time. At the moment you're stabbed chances are your adrenaline is up and you may not even feel the wound. The next day however after the adrenaline wears and swelling sets in you will surely feel it. Anybody know a game system where wound penalties are worse the next day?
HARP is similar.
RM doesn't deal with adrenaline in the way you describe - Adrenal Moves that permit temporary ignoring of wound penalties or stun are a distinctive skill that have to be developed.
In any event, my point is not that RQ, RM, HARP etc achieve what they aspire to: my point is that they have a definite aspiration. There is a reason that all the classic sim games depart from D&D, and especially D&D's combat mechanics, in the way that I have described. They are driven by a common frustration with those mechanics, namely, that they don't model ingame causal processes but rather generate outcomes while requiring "ad hoc rationalisations" to fill in the details of the gameworld events.
This is not a criticism of D&D, but rather an observation about the motivations lying behind the design and play of those systems.
Here is a quote from the Right to Dream essay that explains why Pendragon is a (high concept) simulationist game (that in the same essay is described, together with CoC, as "truly outstanding"):I do remember the Ron Edwards essay on ’System Matters’, now included in his Sorcerer RPG, and thinking just how stereotyped his examples were of supposed Gamist, Narrativist and Simulationist games. He proposed that Pendragon was a prime example of a simulationist game, for example, yet it holds a greater awareness of narrative structure than most other games I know
A lot of internet blood has been spilled regarding how this phenomenon [of a game like Pendragon that, via its system, generates a long-term story arc] is or is not related to Narrativist play, but I think it's an easy issue. The key for these games is GM authority over the story's content and integrity at all points, including managing the input by players. Even system results are judged appropriate or not by the GM; "fudging" Fortune outcomes is overtly granted as a GM right
Conversely, central to narrativist play as Edwards uses that term is the absence of GM authority over the story, and indeed the absence of any authority over the story on the part of any participant - in Story Now play, story is to be emergent from each participant doing his/her thing, with no one actually authoring it.
As I posted upthread, I think relatively few ENworld posters interested in Story Now play. And the most common way that "narrative" or "narrativist" is used on ENworld has nothing to do with Edwards' own use: it is used to pick out the existence of rich backstory and a plot continuity to the campaign that is deeper then "Well, this week our intrepid adventurers find themselves standing at the entrance to White Plume Mountain."
In Edwards' terminology, most of this sort of play is High Concept simulation, but some of it will be gamist but built on a very rich fiction as its chassis - I imagine the best of Adventure Path play is like this. (Which doesn't mean that it is "gamist" in the way that term is normally used on ENworld - but the typical ENworld usage of "gamist", just like the typical ENworld usage of "narrativist", has basically nothing to do with Edwards' usage. As I posted upthread, the differences in play that are highly salient to Edwards are generally not that relevant on ENworld, where people are interested in different sorts of contrast of playstyle.)
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