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Why use D&D for a Simulationist style Game?

Here's what I, and most of the people I've ever played with, enjoy:


  • We only like to know and control what our PCs know and control. OOC knowledge is regarded as akin to cheating. As I noted, for a time we even denied players knowledge of PC HPs, under the reasoning PCs wouldn't have such a precise knowledge of their physical condition. Players make decisions in-character, while application (and even knowledge) of the rules is left to the DM.
  • Using knowledge of a monster that the player knows, but the PC doesn't, is regarded as cheating.
  • We customize characters based on concepts, not on mechanical optimization. So a worshipper of Odin might use a spear instead of a sword, even though it's mechanically inferior.
  • We don't go into deep PC background or scripted adventures. Story is something that's generated organically in play.
  • No interest in players shaping the game world or narrative independently of PC knowledge and actions.
  • Usually speak in character.
  • Prefer rules light play with great latitude for DM discretion and judgement.

Okay, so tell me what GNS style we fall under?
It's a little hard without you giving any examples of actual play, nor examples of what motivated particular decisions by participants in the course of that play.

But if you really want me to have a stab at it, I would say that you are playing a high concept simulationist game, with the main focus of play being for the players to experience immersion into the world that is created and managed entirely, and almost entirely, by the GM.

You say that "story is generated organically in play", but you also say that you play with "great latitude for DM discretion and judgement". And players are expected to make decisions purely from the in-character point of view, not having regard to metagame considerations. To me, that all suggests high-concept sim. I would expect that you and your group have very high expectations of the sort of play experience a GM will deliver: I think you would insist on a "living, breathing world" with richly detailed NPCs, and would find a "dungeon of the week" GM pretty shallow and uninspiring.

My guess is that, as well as D&D (especially perhaps 2nd ed AD&D D&D) games your group might enjoy (and perhaps have played in the past) would include Pendragon, Call of Cthulhu, Ars Magica, perhaps Lot5R (I'm not sure how heavy its rules are relative to your preferences), perhaps Dread (I'm not sure what your tolerance would be for Jenga resolution), perhaps some Fudge-based games but not more contemporary Fate-based games. If you play 3E/PF, I would expect that it's rules heaviness would be a source of frustration from time-to-time.

That's my best effort to "profile" you and your group from the small amount of information that I have.
 

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Hit point attrition via attack and damage rolls, for instance, is a procedure for going from action declaration ("My guy attacks your guy with his sword") to action resolution ("Whack, your guy is dead!"), but in the course of doing that they don't tell us what the fiction is like. For instance, when the combat is still ongoing, and my guy has lost 10 hp and has 15 hp left and your guy has lost 20 hp and has 3 hp left, the mechanics don't tell us what the fiction is like. They don't tell us how many cuts your guy has on his body. Or how serious those cuts are. They don't tell us whether my guy is bleeding or not. They don't tell us whether the fight looks more like The Princess Bride or Basil Rathbone vs Errol Flynn (which I gather was Gygax's inspiration) or looks more like a Tarantino movie (which is how many players and GMs on these boards seem to narrate things).

That's the sense in which D&D combat is not a sim system.

Working towards clarity here.

So: a system in which two armies clash and casualties assessed is not sim.

A system in which two fighters stand toe to toe, some dice are rolled and one fighter is declared dead is not sim.

At some point, two fighters stand toe to toe and, in the middle of the fight, wounds are assessed and one person penalized for bleeding is sim?

Clearly a system in which two fighters are modeled on a holodeck and pain tolerance, shock threshold, point of impact and the like are calculated is completely sim.

We have a continuum from one extreme to the other. At what point does the line into "sim" get crossed? I mean, you say things like "attacks modeled in the fiction" but even in complex systems like Rolemaster, you're not comparing, say, your high-line thrust with their low guard, or rolling for my attempt to disengage my blade and continue the thrust.

Is it just that HP don't count as sim?

(No axe to grind here - I just want to see the term get defined better.)
 

It's a little hard without you giving any examples of actual play, nor examples of what motivated particular decisions by participants in the course of that play.

But if you really want me to have a stab at it, I would say that you are playing a high concept simulationist game, with the main focus of play being for the players to experience immersion into the world that is created and managed entirely, and almost entirely, by the GM.

...snip..

That's my best effort to "profile" you and your group from the small amount of information that I have.

What the poster you quoted describes is how we have always played d&d.

I don't get the fixation on the GNS theory (aside from it might help me understand others better) but I agree with you that its a type of sim. Specifically since we have the portion "players to experience immersion into the world that is created and managed entirely, and almost entirely, by the GM."

So I guess the question of the OP, why use D&D for a sim game is valid. And to be honest, the answer would be merely...because we have. Which for 28 years has meant we can, and did.

Which is why I get defensive when people imply we are doing it wrong. (nobody in particular...these threads come and go).
 

Solely in the interest of getting this straightened out:

It seems to me that Final Fantasy combat is a sim. It simulates "what happens when these two parties meet" in the most ridiculously uncombatlike fashion possible - but it does simulate it. Two monsters running into each other and "fighting" by comparing their HP ("I have 105 to your 99 - I win") is still a simulation - just an overly simplistic one. Really, my pointing my fingers at you and saying "Bang, you're dead" simulates combat. Just completely without rules.

Granularity seems relevant to me here. The rules get more precise, and that's better for simulation, but just because something's a poor simulation doesn't mean it's not one at all.

Ok, this does go a long way to explaining why we can't come to any agreement here. If you look at Final Fantasy 1 combat and see that as a simulation, then, yeah, we're just never going to agree. To me, that's pure gamism. There's nothing actually being simulated here, at all. The damage dealt, the chances of a successful attack, none of that is based on any sort of modelling of what is happening in the situation. All we know is who won in the end. It's coin flipping writ large.

Again, a simulation actually has to explain HOW SOMETHING HAPPENED. That's the point of a simulation. You cannot actually tell me how one creature killed the other creature using Final Fantasy 1. Same with D&D. You can tell me that the monster is dead, but you can't actually tell me anything about how it died.

What exactly is that "model"? All I've seen so far is a comparison of granularity. Without a definition of the model you are speaking to, how does anyone but you determine whether D&D meets the requirements or not?

A model, any model, has to explain how something happened. It could do so in very basic terms, but, it does actually have to tell you how something happened. Why did someone get annoyed with me when I passed gas? Well, our handy Newtonian simulation model tells us that gas disperses in a volume, thus, that person could smell my social faux pas. Event begins, event is explained and the event concludes. Simulation.

By the definition of simulation you are using, Pac Man is now a simulation. Well, I suppose that explains why people insist their D&D is a sim game. Just use a definition of simulation that includes anything and everything you want it to include and then claim that your favourite edition does that. Ok, I understand better now. Simulation is simply the latest equivalent of Video Gamey.
 

ST, you've misunderstood my point. It is Imaro, not me, who is saying that any game in which player resources are not perfectly balanced is an inferior narrativist vehicle.

I don't agree. I don't think perfect balance of player resources is essential for a sound narrativist vehicle, as long as each player has sufficient resources to make a meaningful contribution. And I regard the example in the Fate book as consist with my view. If the Fate designers thought that an imbalance of resources of the sort they describe undermined the game, do you think they would have included it as an example? Of course they wouldn't have. By presenting the example, they are endorsing it as a completely viable way to play the game.

Which, to my mind, refutes the contention that 4e must be an inferior narrativist vehicle because the distribution of resources across players/PCs is not always perfectly symmetrical.


I'm not talking perfect balance but when you have a class that gets 3 skills vs. a class that gets 6 that's a significant difference in ability to affect narrative... especially since combat powers are balanced.
 

Ok, this does go a long way to explaining why we can't come to any agreement here. If you look at Final Fantasy 1 combat and see that as a simulation, then, yeah, we're just never going to agree. To me, that's pure gamism. There's nothing actually being simulated here, at all. The damage dealt, the chances of a successful attack, none of that is based on any sort of modelling of what is happening in the situation. All we know is who won in the end. It's coin flipping writ large.

Again, a simulation actually has to explain HOW SOMETHING HAPPENED. That's the point of a simulation. You cannot actually tell me how one creature killed the other creature using Final Fantasy 1. Same with D&D. You can tell me that the monster is dead, but you can't actually tell me anything about how it died.

But it is a simulation, at a higher level. Like Sim City is a simulation - of a city. You don't need to know how the individual people interact, because the simulation is at a higher level than that. Similarly, a game where you simulate the outcome of a fight by comparing two numbers. It's extremely abstract, but it tells you what happened ("the orc is dead") and why ("a fighter killed him") IF that's all you need to know.

In your combat examples, I could argue that you don't really know what happened because you're not modeling kinetic energy vectors, metal vs. skin durability, sword technique, molecular friction, and any absurd level of detail. Which is fine because you don't care to know that precisely.

The point is this: there's clearly a continuum from "no sim" to "total sim" at the ridiculous extremes. You seem to be drawing a line on that continuum and saying "anything to the left of this line is NOT sim". Is that it? You want a particular percentage of sim in your game to qualify? That's fine, just tell us where the line is.

If we just want to say that "when Forge theory says a game is sim, they mean it contains at least 50% sim elements, and D&D is more like 35%" I'd be OK, because we'd have a benchmark.
 

By the definition of simulation you are using, Pac Man is now a simulation. Well, I suppose that explains why people insist their D&D is a sim game. Just use a definition of simulation that includes anything and everything you want it to include and then claim that your favourite edition does that. Ok, I understand better now. Simulation is simply the latest equivalent of Video Gamey.

What definition am I using?? I asked you for one, which you've still only provided in the most vague terms...
 

Working towards clarity here.

<snip>

(No axe to grind here - I just want to see the term get defined better.)
That's clear.

I do have an axe to grind - I think that an RPG can be an excellent RPG without being a sim RPG (and I also think some sim RPGs are excellent RPGs too) - but I think that I can put that particular axe to one side for this fragment of the conversation!

So: a system in which two armies clash and casualties assessed is not sim.

A system in which two fighters stand toe to toe, some dice are rolled and one fighter is declared dead is not sim.
I want to say: from what you've said, we can't tell. We need more information about the games in question.

Before you say "Bloody hell, he's just weaseling out of things", let me explain. (At length, sorry, with detailed examples.)

In a wargame, the elements of the fiction on which we are focusing, and hence the causal processes that we are trying to simulate, are probably not individual soldiers. We are probably focusing on units, on commanders, on logistics, on relatively high-level tactics.

So to work out whether or not the game is sim, we need to know whether or not it generates descriptions of the ingame fiction at the level of description on which we are focusing in playing the game. So if the game tells us all about the logistics of the two armies, factors in the qualities of their commanders, has regard to unit-level tactics, etc, then there is a good chance it will count as a sim game. In summary, the use of its mechanics to resolve action declarations also generates descriptions of the fiction that we care about in the playing of the game (eg we can tell how logistics made a difference, or how the holding back of strategic reserves turned out to be an error, or that it was the charisma of the commander holding the troops together that turned the tide of battle).

By way of contrast: you might adapt Risk to resolve a wargame component of an RPG. That could be a completley fine resolution system, but it would in no way count as sim, because from the resolution in risk you can't work out what happened in the fiction at the level of logistics, unit-level tactics, command decisions, etc. It's all just a black box.

Turning now to your two fighter who stand toe-to-toe, some dice are rolled, and one is dead and the other not. To know whether or not this is sim, I want to know how the dice were worked out. For instance, what you describe can happen in RQ: the attacker rolls an attack, and succeeds; the defender rolls a parry, and fails; the attacker then rolls hit location and damage; the defender subtracts armour, and N points go through; and let's suppose it's N points to the head and is enough to be fatal.

That's sim. We know what happened; one guy swung at the other guy's head, the other guy failed to parry, and was therefore killed by the blow.

Burning Wheel has a different style of one-roll combat resolution, called Bloody Versus. Each player splits his/her weapon skill into two pools: attack and defence. Armour and shields add to the defence pool. Superior weapons add to the attack pool. Speed advantages can be added to either pool (player's choice). Then each pool is rolled, and for each combatant if the attack roll beats their defence roll they take an appropriate amount of damage (and there are injury and hit location rules as part of this). There is also a (notional) 2x2 grid that tells you what happens overall: if both fighters hit, mark of the injuries, and the one who delivered the better hit gets to decide what happens next; if both miss, the one who got the better defence gets to decide what happens next; if one hits and the other misses then that one is the winner - the loser doesn't suffer any additional damage beyond that already applied in comparing attack and defence totals, but is also treated as knocked down, temporarily dazed/disabled, or otherwise at the mercy of the winner.

Now Bloody Versus isn't perfect sim: for instance, when you look at the grid and work out the overall outcome, some narrative injection is required. But it has strong sim elements. For instance, although the outcome on a draw (both hit, both miss) is the same, we can tell from the procedures of resolution whether the character who has the initiative (and so whose player gets to decide what happens next) got the initiative by succeeding through stronger offence, or got the initiative by succeeding through more skillful defence. And although, when there is a clear winner, the winning player is free to narrate exactly how the loser is at his/her mercy, that is still constrained by the fact that the procedures of resolution tell us what sort of injury it was that defeated the loser.

So I would say that this is still moderately sim. From the procedures of resolution, you can get quite a sense of what happened in the fiction at the level were are interested in (ie between these two fighters), although some narrative injection is required.

Now consider as a one-roll resolution system a coin toss. That is not sim at all. The result of the coin toss isn't affected by discernible features of the characters (who is stronger, faster, better armed or armoured, etc). And the process of tossing the coin and reading the outcome off the result doesn't fill in any details at all of what happened in the fiction to produce that result. No sim at all.

It doesn't become more sim, either, if instead of a single coin toss we do a series (say, best of 3). Even though we are keeping a tally of coin tosses, nothing in the procedures correlates that tally to anything definite in the fiction about the two fighters we are focusing on. At best we have a sense of momentum - which way is the tide of victory flowing at this particular stage of the resolution - but we don't know whether that is because one is fighting really strongly, or one is defending with great skill, or one is badly hurt, or has failing morale, or whatever.

At some point, two fighters stand toe to toe and, in the middle of the fight, wounds are assessed and one person penalized for bleeding is sim?
Yes, assuming that the assessment of wounds is itself an upshot of the process of resolution used up to that point. But if the rules just say "After 3 rounds, roll a die for each participant who is still alive and apply a result from the random wounds table" then we don't have sim, even though that fits your description. Because in this latter case, the wound outcome isn't a result that is determined simply by the process of resolution of the declared actions. It's a type of narrative injection, although determind by die roll rather than participant choice.

At what point does the line into "sim" get crossed? I mean, you say things like "attacks modeled in the fiction" but even in complex systems like Rolemaster, you're not comparing, say, your high-line thrust with their low guard, or rolling for my attempt to disengage my blade and continue the thrust.

Is it just that HP don't count as sim?
The issue with hit points is that they are very close to the sequence of coin tosses. When my guy hits your guy and your guy loses 5 hp, we don't know: whether my attack was strong, or your defence poor, or a bit of both; we don't know where I've hit you, nor what the nature of the injury is (although perhaps we can infer it's minor, from the fact that your performance is not debilitated in ay way); although, at the table, we may have spent a minute or more resolving the attack, and will have to repeat the procedure several times before the outcome of the combat is known, we really have no insight into what is happening in the fiction except a general sense of which way the tide of victory is flowing from round to round.

It's not quite as divorced from the fiction as the sequence of coin tosses: for instance, STR and weapon properties factor in to the attack; armour worn and DEX factor into the defence. But even there, we can't tell - when an attack is actually made and hits - whether it was the quality of the attacker, or the deficiencies of the defender, which resulted in the hit. If we want a richer fiction, during the course of the fight, than simply "It's going A's way; woah, B just made a big comeback and now it's going B's way", that all has to be injected.

(Contrast, say, RQ with its attack and parry rolls, or Bloody Versus with its attack and defence pools. It's true that RM or RQ doesn't give us as much detail as a serious student of martial arts might want to know, but it at least picks out the difference between an Errol Flynn -style swashbuckling duel and a Tarantino-style mutual gorefest. At the level of the fighters, it gives us descriptions of the fiction "He dodged!" or "He failed to dodge and got skewered through the thigh", though it doesn't give us descriptions at the level of their individual body parts or weapons. This relates back to what I said about the wargame example: part of judging something as sim is working out what level of description is salient. For a wargame it is units, logistics, commanders etc but not individual soldiers; for a typical RPG it is individual fighters, but most players don't worry about those fencing details that you call out.

If you did want a system that went into even more focus, then of course nothing is stopping a design going down that path (and I believe that The Riddle of Steel does something along those lines).

The reason that I think RM, RQ, C&S etc clearly count as sim, whereas D&D with its hit points doesn't, is becaue there is a level of description which makes sense for an RPG - simple descriptions of what this guy, in the fiction, did or suffered - which their resolution systems generate. But D&D's hit point system doesn't generate those sorts of descriptions. This is the point that [MENTION=22779]Hussar[/MENTION] is getting at with his (mostly rhetorical, I think) challenge to explain, simply by reference to the mechanics, why a D&D fight is not FF. He's making the point that any descriptions of what the individual fighters are doing - even at the relatively non-granular descriptive level of dodging, parrying, being struck in the leg, etc - has to be injected by the participants, and won't be generated simply by applying the mechanical procedures for combat resolution.

(I haven't talked at all about issues around initiative, action economy and "stop motion"; nor about classes, levels and XP. But the same sorts of differences are in play between D&D and the sim games in respect of these: a much tighter correlation of mechanics and fiction, so that you can read the fiction off the mechanics, and vice versa, without the need for "narrative injections. And for completeness: I'm not complaining about narrative injections. At the moment I'm in my 6th year of GMing a system - 4e - that relies very heavily on narrative injections. I'm just saying that what characterises a sim game is that you get a relatively complete description of the fiction, at a reasonable if not perfect level of granularity, without the need for narrative injections.)
 
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Out of curiosity I just tried to google RQs craft system. I found this:

RQ3's crafting rules cover how long it typically takes to make a variety of items, minimum skill levels to attempt this, the costs involved, and the equipment needed. I can only assume that the people you quote (who are discussing the edition from 1984, btw, rather than one of the current ones) didn't have the supplement they appeared in.
 

I don't get the fixation on the GNS theory (aside from it might help me understand others better) but I agree with you that its a type of sim.

<snip>

So I guess the question of the OP, why use D&D for a sim game is valid. And to be honest, the answer would be merely...because we have. Which for 28 years has meant we can, and did.
I'm pretty sure that when [MENTION=22779]Hussar[/MENTION] talks about sim he means what The Forge calls purist-for-system sim, and what some around here call "process sim". Whereas the sort of sim that I was "profiling" upthread (and apparently inadvertantly profiled you too!) is "high concept sim" or "genre emulation". I think a lot of ENworldes wouldn't describe it as sim at all, but perhaps more along the lines of terms like "immersion", "actor stance", "no metagaming" etc.

The reason that GNS puts the two sorts of sim together, when ENworld would normally treat them as quite different, is because GNS is really focused on the roles of the different game participants in building up the shared fiction. What both sorts of sim have in common is that the players don't contribute to the fiction except by playing their PCs from within the parameters of the character. In process sim, the mechanics do the rest (of actually resolving the consequences of action declaration); in genre emulation, the mechanics and/or the GM enforce genre considerations and keep the world and the story ticking along in the right way.

Process-sim players will complain about 4e, Come and Get It etc because the power violates ingame causality. Genre emulation/high concept players will complain about CaGI because it "pulls them out of character", and makes them do a job (deciding what the NPCs do) which they want the GM to be doing. The Forge thinks that, even though the reason the two players complain is a bit different, the fact that they complain about the same things shows they have something in common - which is why The Forge gives them the same label (sim).

As to the "fixation" on GNS: I personally find it a very helpful analysis. It has helped me improve my game, understand a whole lot of RPGs better, make sense of people I read on these boards, etc. But other people probably would find other approaches useful. By way of a (slightly left field) analogy, I'm a huge admirer and advocate of Max Weber's historical sociology, and both in my professional life and my daily life listening to the news etc I use Weber's interpretive framework to make sense of things. But I wouldn't necessarily expect everyone else in the world to find Weber's analysis appealing. (Even I have to admit he isn't as helpful as modern economics for understanding, say, interest rate fluctuations. But for me those aren't as important as other features of politics and the economy. A different person, though, with different interests, might find modern economics much more insightful than Weber. Mutatis mutandis for GNS theory.)
 

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