pemerton said:
The pressures are the result of a shared view that anything less granular is in a certain sense "cheating", not allowing the action resolution mechanics to do there thing and really tell us what is happening in the gameworld.
"You see gum on the street, leave it there. It's not free candy."
I don't know where you picked up that view. I don't recall ever playing with folks who held it. I certainly did not find it in any rules-set of my acquaintance.
pemerton said:
Another way to overcome the problem is to build various sorts of limits on the action resolution mechanics into the rules.
Then you can call it "unlimitedism", or "pervy modeling", for that Edwards touch.
What he says about simulationism made sense to me when I was a purist-for-system simulationist (Rolemaster, to be precise).
What he says seems not to have much to do with simulating, which is typical of his "-isms" and other jargon. His usage is pretty weirdly at odds with how most other people use the terms.
pemerton said:
I don't think there's anything particularly compelling about running together purist-for-system and high-concept simulationism.
What is so compelling about the faux-academic enterprise? Anyhow, it's a safe bet on principle that
you're wrong!! about what high-concept-simulationism is. Someone should be along in the next hundred posts to inform you that it's really just scene-framing, or sub-meta-post-structuralism, or maybe a cigar.
Doug McCrae said:
One might almost say the whole reason for the Forge's existence is the belief that White Wolf's 'storytelling system' is very inappropriately named.
It's appropriate if you consider GM-fiat railroading a 'system", I guess. It comes as sort of a punchline, though, after all those pages of points allocations and calculations, special procedures and tabulated data and funky dice-rolling schemes.
Doug McCrae said:
What's the difference between action-resolution and task-resolution?
Action resolution is a general category that includes task resolution and conflict resolution.
The difference is that for conflict resolution you wear a beret, smoke unfiltered cigarettes, and dig Mose Allison. Plus, if you don't get the result you want, then it was obviously
task resolution and you need new, hip dice.