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D&D 5E Simulation vs Game - Where should D&D 5e aim?

innerdude

Legend
Is there much evidence for this? Tunnels & Trolls and the classic TSR Marvel Super Heroes RPG are both examples cited by Ron Edwards of systems that can be played either in Gamist or Narrativist fashion. I think 4e is another example - it lends itself pretty well to a light narrativism, but also to a light gamism. And Champions is a game which, while perhaps simulationist in its surface sensibilities, is able to be drifted in both gamist (point-buy min-max!) and narrativist directions.

Your own paraphrases show why this is so - the same techniques that are used to set up an arena of challenge to be resolved by the players in a show of luck and skill (gamism) can be used to set up a moment of dramatic conflict to be resolved by the players in a display of what they care about emotionally in the game (narrativism). In both cases a clear difference from simulationist play is that the arena/moment is set up. Simulationist play tends to incline towards naturalistic emergence of ingame situations. Sim play won't give you Helm's Deep as Tolkien wrote it, but it won't give you White Plume Mountain or Tomb of Horrors either. For some examples of D&D modules that I think could lend themselves to narrativism as much as gamism, I would mention the D series and Night's Dark Terror.

In 40 years of RPG play, the fact that there's merely a handful of examples is fairly compelling evidence of the gamist / narrativist divide. You've long espoused 4e's "uniqueness" in this regard.

I don't think I'm claiming that it's impossible to drift one or the other in play. I'm more claiming that the fundamental "setup" of the core mechanics, as they provide expository underpinnings for scene resolution, will come from radically different design spaces. I think we've established previously that 4e's ability to "drift" to light narrativism was more a function of luck than real design intent, a drift made possible by inspired GMs like yourself and @Manbearcat.
 
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If you have something like encounter guidelines, which exist to make sure that the number and type of monsters encountered is roughly within the capabilities of the adventuring party, then that is definitely system bias - you're trying to promote the desired outcome of the party winning, rather than objectively representing the world as it actually is.
I may have a lot to post on these subjects later but I just wanted to address this wrong premise. Subsequent extrapolation from an incorrect premise like this is going to make conversation impossible.

The point of tight encounter guidelines, math, and budgeting is not system bias towards "the desired outcome of the party winning." The point is to create a formalized, predictable, reproducable baseline for the GM. Accompanying that, the system framework and instructions should be robust such that it reliably forecasts the outcomes of perturbing that baseline up and down (from a walkover - if you, the GM, wishes - all the way up to an outright guaranteed TPK - if you, the GM, wishes). IME this is always important but even more important in a complex combat system such as 4e with as many vectors and moving parts that are part of the formula. These are GM-side tools to consistently facilitate whatever difficulty the GM is looking for out of a desired encounter. Framing the encounter and fairly telegraphing the difficulty is a GM principle, technique and skill thing. A tight formula is utterly indifferent to those aesthetics.

I don't know why this absurd cultural meme that 4e specifically, and encounter budgeting generally, promotes this kiddy pool culture with everyone getting a medal nonsense. Since it didn't die on the vine where it should have, could we maybe put it on its pyre, light it up and dance on its stupid ashes now? No productive conversation can come from the fruits of such a distortion of basic premise (and the inevitably incorrect extrapolations made from it). I want tight, codified encounter guidelines, math, and budgeting for the exact same reason I want predictable forensic science and understanding to rely upon when I undergo an engineering project or when I'm performing sensitivity tests. It has nothing to do with "coddling, kiddy pool, everyone gets a medal" culture and neither the system specifically, nor the concept of encounter budgeting generally, promotes such a culture. It promotes precision and predictability (as a GM tool).
 

innerdude

Legend
I may have a lot to post on these subjects later but I just wanted to address this wrong premise. Subsequent extrapolation from an incorrect premise like this is going to make conversation impossible.

The point of tight encounter guidelines, math, and budgeting is not system bias towards "the desired outcome of the party winning." The point is to create a formalized, predictable, reproducable baseline for the GM. Accompanying that, the system framework and instructions should be robust such that it reliably forecasts the outcomes of perturbing that baseline up and down (from a walkover - if you, the GM, wishes - all the way up to an outright guaranteed TPK - if you, the GM, wishes). IME this is always important but even more important in a complex combat system such as 4e with as many vectors and moving parts that are part of the formula. These are GM-side tools to consistently facilitate whatever difficulty the GM is looking for out of a desired encounter. Framing the encounter and fairly telegraphing the difficulty is a GM principle, technique and skill thing. A tight formula is utterly indifferent to those aesthetics.

I don't know why this absurd cultural meme that 4e specifically, and encounter budgeting generally, promotes this kiddy pool culture with everyone getting a medal nonsense. Since it didn't die on the vine where it should have, could we maybe put it on its pyre, light it up and dance on its stupid ashes now? No productive conversation can come from the fruits of such a distortion of basic premise (and the inevitably incorrect extrapolations made from it). I want tight, codified encounter guidelines, math, and budgeting for the exact same reason I want predictable forensic science and understanding to rely upon when I undergo an engineering project or when I'm performing sensitivity tests. It has nothing to do with "coddling, kiddy pool, everyone gets a medal" culture and neither the system specifically, nor the concept of encounter budgeting generally, promotes such a culture. It promotes precision and predictability (as a GM tool).

I have a lot of differing views on general RPG design from you @Manbearcat, but in this instance this is dead-center spot on.

Encounter budgets have NOTHING to do with "making the party win."

Unless of course, as a GM, it serves your intentions. In which case, you ABSOLUTELY want to have guidelines to serve that intent.

If there's one, tiny, hidden argument that can easily derail "simulationist" arguments, it's the simple fact that no matter how "simulationist" you want your rules and system to be, ultimately the GM controls what the players encounter.

In any number of situations, it may be perfectly reasonable to encounter a TPK-level threat, or a milquetoast pushover encounter in a given scene. The scene setup, world, situation, etc., may allow for either in a perfectly "simulationist" fashion. As long as the GM can rationally provide a "simulationist" reason for the encounter, either one may fit the bill.

But which one does the GM actually WANT the players to experience? Totally up to the GM.

In this light, having ENCOUNTER GUIDELINES is a massively good thing---because you've set up the encounter the way you expect it to play out.

How many GM's have set up a scene in a game, thinking it should be a "manageable" encounter, consistent with the "simulationist" needs of the setup . . . . only to have the party struggle mightily to stay alive, or be a total pushover with unexpected post-scene consequences?

There's no contradiction between something being "simulationist," and having the ability to predict the outcome. If anything, it's MORE simulationist, because it follows real-world military and business modeling. As a CEO, you want to be able to predict as accurately as possible the outcome of any business path before you do it. Real-world people make real-world decisions using this mindset.

Unless as a GM you're purposefully trying to surpise the PCs, in a simulationist world the PCs are going to be searching for every bit of representational data about an encounter . . . . because "simulatively" they're going to want to know if they can handle what's in front of them or not​.

If you as a GM don't have any idea whether the PCs can actually handle an encounter, how can you accurately represent that information to them "simulatively" through the game world?
 
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tomBitonti

Adventurer
Games are the things in and of themselves. People don't refer to games as representations. They exist even if only in our imaginations. It doesn't matter if they tell refer to something in our world as they aren't stories. Go has no story. It is purely a game, i.e. it is entirely about pattern recognition.

Bold added by me.

That view is mistaken. There is story in every game of go. There are two difficulties: One is that the story is expressed abstractly. Second, often, the story is not recognizable without a lot playing skill. Go has aggressive and timid commanders, invasions, saboteurs, daring raids, patient but relentless adversaries, greedy actions, risky gambits. True, there are a lot of steps in a game which are in mundane pattern details. The story arises at the strategic level: How does the player weave the pattern details into an overall strategy.

Thx!

TomB (AGA 2D)
 

JRRNeiklot

First Post
Unless of course, as a GM, it serves your intentions. In which case, you ABSOLUTELY want to have guidelines to serve that intent.

It serves the dm's purpose to have an interesting game world and to adjucate interacions between the party and the game world fairly. It never serves a dm to "make sure the party wins."

If there's one, tiny, hidden argument that can easily derail "simulationist" arguments, it's the simple fact that no matter how "simulationist" you want your rules and system to be, ultimately the GM controls what the players encounter.

How do you figure? Except in a very broad sense, in that the dm presents the game world, the players choose their difficulty. They may go to the Tomb of Horrors (or the campaign's equivalent death trap) or the Keep on the Borderlands at level one or at level 10 if they so choose. The dm has very little say.
 


If the PCs typically win, because they rarely meet NPCs or monsters as "objectively" tough as them, how is this less contrived than a 4e frost giant minion? You've just shifted the location of the contrivance, from character build rules to encounter design rules.
Encounter guidelines are inherently contrived, whether you're facing at-level minions or lower-level individuals.

The sim approach is that it is what it is, regardless of what the PCs are. There are six ogres in this warband, because that's how their social structure works. Whether you're level 1 or level 20, that has zero impact on how many ogres you're going to find together, or how many hit points each one has. Granted, if you're level 1 then your response is probably going to be running away, and if you're level 20 you're more likely to ignore them or toss out a pity Fireball, but the whole point of a sim is to see what happens.

And you haven't addressed the Raise Dead point. This is an obvious contrivance, which is not made less so by locating it within an imagined gameworld in which mid-to-high level clerics routinely have this capability.
Disagree. If you happen to live in a world where Raise Dead is common, then that's no better or worse than a world with functional electricity, or mutant super-powers. It's just part of the setting. A contrivance would be if only PCs were able to be raised, or if enemies were dead at 0 while PCs got to struggle through death saves or negative hit points. Contrivances are in the execution, rather than the premise.

And yet Conan does. And so do the protagonists in LotR. That is the whole point of literary or dramatic contrivances.
Right. Games aren't novels, though, and shouldn't have to suffer such contrivances. When you read a fantasy novel, you pretty much know that everything is going to work out, but you stick around for the characters and their interactions and to see how it all happens. Games do not have such foregone conclusions, though; if you knew that everything was going to work out, then there would be no point in playing.

In a role-playing game, I want to actually play the character, which means I can't be a pawn of destiny like any protagonist in a fantasy novel. They win because they have the author on their side, but if I had the author on my side, then I wouldn't be doing anything. I might as well be reading a book, at that point.
 

[MENTION=85870]innerdude[/MENTION] Absolutely. Tight encounter math/guidelines/budgeting (et al) and therefore predictable encounter outcomes are important for every creative agenda. Ifs probably only unimportant in (i) a Cthulu-type experience where the PCs are primarily there to experience the GM's storytelling and their horror-filled escapades as they descend into madness or (ii) a fudge-friendly environment (GMing principles or the aesthetics of the system) where the GM is going to ad-hoc, on the fly, save the PCs from TPK or ramp up the difficulty midstream (shrodinger's difficulty!) if they've misallocated the PCs opposition in an encounter (due to poor precision within the budgeting system, lack of proficiency, or just due to their GM principles).

In 1 above, it doesn't matter. But if your GMing principles (and perhaps the table's agenda as a hole) is against 2, then the means to reliably (meaning virtually no margin for error) build encounters to your (GM's) specifications is a pretty essential system component.
 

Lanefan

Victoria Rules
Not knowing the books I can't comment on your exchange with [MENTION=22779]Hussar[/MENTION] about this, but if a character survives as a protagonist for "a book or two" then I think that is highly comparable to a D&D PC, and not an instance of killing off characters willy-nilly. I don't know how many of these books there are, but most characters in most fiction don't exist for more than "a book or two".
There are 5 books* so far, the series is currently projected to go another 2 - sometime.

What I'm trying to convey here is the idea that characters coming and going during the course of an open-ended campaign is good for the game. Martin is one of very few authors who seems to see his book series the same way; even though in theory it's going to reach a closed end at some point, right now it has a very open-ended feel to it. And a PC who is only around for 2 adventures out of 5 is, I rather suspect, something that would be seen in my game far more often than yours. :)

Most fantasy series work more like closed-ended adventure paths where the PCs (or the great majority of them) are by design supposed to survive through the whole thing.

* - you say you haven't read these books; I highly recommend you change this forthwith! :)

Lan-"winter is coming"-efan
 

Imaro

Legend
But, if you look at George RR Martin, none of the characters that die do so in a random, meaningless fashion.

They all die in very high drama scenes. Which is the opposite of what you get if you simply follow sim based formula where characters die typically meaningless deaths vs random opponents.

Instead of sir George dying while protecting the king from assassins, he gets killed by nameless Orc #3 who rolls a lucky crit with a greataxe.

I'm going to disagree here. I don't want to spoil too badly for those who haven't read the books (or seen the show) but IMO many of the actual deaths are the opposite of high drama, and I find them to lean in a much more simulationist direction in their structure... I also find that some/many of the actual deaths are instituted by meaningless, random mooks and henchmen... sure it's on the orders, plots, etc. of superiors but that still doesn't change the fact that you actually got ganked by a nobody. Finally I also find many of the deaths to be pretty non-heroic in nature... But the fact of the matter is, it's the knowing that no one is safe from anything that, at least in part, makes the books a good read and the show interesting
 

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