That people manage to find ways to deal with it does not mean that it is not a problem at the system level. Mechanics have an impact on the implied setting; whether or not those are investigated by people playing in that implied setting is another question.
The success of your average mindless action packed summer blockbuster or of a setting like Forgotten Realms shows that most people don't give a flying fart about internal consistancy and logic. They are too busy having visceral fun to care about tangental intellectual integrity and those settings are meeting the needs they actually have in a way they approve of. And that's pretty much how it should be. We would be nothing less than pretentious to demand a setting prioritize internal consistancy when 95% of the settings audience doesn't care and in fact would probably enjoy it less if it did provoke that sort of thought. It's only worth demanding internal consistancy when the person himself has said, "I wish things were more internally consistant." Yeah, me too.
"Simulationism is irrelevant because most people don't care, and it's not fun to think about, and if you do you're just being pretentious."
I care about internal consistency. As a DM, it is literally the
most important thing for me - if you do not have it, everything else is pretty much pointless.
As a player, it frustrates me to no end when something lacks internal consistency, and is one of the most effective ways to ruin my suspension of disbelief. And once it's lost due to a lack of internal consistency, it is incredibly difficult to get back.
But it's not the systems fault if that doesn't happen. The EnWorld forums are visited by some of the most creative minds in gaming, demanding some of the highest artistic standards in gaming. So if the setting isn't what you like and your posting around here, you've got no one to blame but yourself.
...what is this, I don't even.
I rarely even visit this place anymore, and post on even rarer occasion. There's a reason for that.
So I don't really see the point you're trying to make, here.
See, it's that part that bothers me. On the one level you are (rightly) demanding that as an experienced gamer, things hang together at a deeper level than visceral fun because well, there is more that an RPG is capable of than that. You want them to bear scrutiny and to provoke further thought upon inspection. Great. But now you are saying, "I don't want to be bothered"? That I don't get at all.
Yes. It's easier to simply remove the offending element than think through the ramifications of it, especially when I don't particularly enjoy that element and the resulting ramifications it would have.
I don't want it in my setting. I also don't want probably a bunch of other things. Should I include them, too, simply because you can think of ways that including them would make the world - in your opinion - a more interesting place? It's not just what is in a setting that helps define it, but also what is
not.
It's worth noting that most people feel internal consistancy is one of those things that they feel has ramifactions that they don't approve of and so just pitch it.
Sure. I'm not promoting OTW, here.
There is relatively little value in my opinion in speculative fiction that is striving for realism. The really interesting thing about simulationism is unreality.
Cool for you, I guess?
In my mind, simulationism benefits significantly from having high correlation to the real world. It's difficult to evoke wonder when everything is alien to the players. If you want something to feel mysterious, that requires it to be sufficiently scarce that it comes across that way.
A mythic world were the important people all come back from the dead doesn't strike me as internally consistant, but it's a lot more interesting than a mythic world where it happens so rarely that the implications of raising people from the dead aren't that different from this own.
And the lack of internal consistency bothers me. End of story.
I'm not sure I believe your world were you can reliably raise people from the dead but only if you act quickly actually does hang together as being more like, rather than less like, the world we know.
That... sigh. It sounds to me like you're conflating "simulationism" with "realism," which is not - and never has been - the case.
I don't care if the imagined setting looks like the real world, though it is a benefit, as I mentioned above. I want internal consistency. Those are not the same thing.