A Question Of Agency?

Simulationism for me is about simulating the world in a very granular and detailed way.

A game like 5e is just not granular or detailed enough for me to call it simulationism.

5e does contain some level of simulation though. Attacks, jumping, persuasion, etc. the goal of such simulation isn’t to be extremely real world accurate. It’s to establish playable mechanics that loosely approximate such things.

the simulationism mindset would be to make those mechanics more accurate even at the expense of playability.
 

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Simulationism for me is about simulating the world in a very granular and detailed way.

A game like 5e is just not granular or detailed enough for me to call it simulationism.

5e does contain some level of simulation though. Attacks, jumping, persuasion, etc. the goal of such simulation isn’t to be extremely real world accurate. It’s to establish playable mechanics that loosely approximate such things.

the simulationism mindset would be to make those mechanics more accurate even at the expense of playability.

This is why I usually draw a distinction between realism and plausibility. Even in a game not striving for realism, plausibility can be strained (especially in things like how groups react to events, how the mechanics handle cause and effect, etc). The point is simply, just because one isn't aiming for NASA level simulation, that doesn't mean one wants to completely abandoned reality. It may be more shoot from the hip, but fidelity to cause and effect may still be an aim.
 

Yeah, simulationist play isn't actually about 100% reality at all, but rather the best approximation of reality that can be managed for a very narrow slice of the mechanics. I see this most often with combat, but it turns up other places. Essentially, the goal is realism in genre important facets of the game in question.
It’s not even technically realism that anyone is after. Realism gets mentioned primarily because fantasy worlds in most of their incarnations are intended to be very real world centric (or historic or future based real world centric). Even the most cartoonish things like looney toons or Tom and jerry are very real world centric with a few unreal details and over exaggerations sprinkled in.

which is to say if someone wanted a looney toons or Tom and jerry rpg you would find most mechanics would need to be “realistic” to some degree with a few unreal mechanics mixed in to depict the zany interactions.

*story now would probably be an excellent platform for such a game.
 

What I was talking about was the interesting divide in what simulationist players actually want. It tends to start with weapons and combat, might extend to rations, but often doesn't get much farther than that. I always chuckle when people shrilly claim to love realistic rules when what they actually want is realism for the bits that really interest them and thats it. Guns are a popular target. No one, for example, wants realistic tax forms in their games. Anyway, there's nothing wrong with wanting detail about something you're in to at all.
 

I think your 'evolution' perspective is good. I mean, surely wargames came first, and then 'Free Kriegsspiel', which included open-ended refereed elements, and that idea was then incorporated into hobby TT wargaming sessions, resulting in the first gen RPGs, which all feature a centralized structure with the referee describing the scenario, arbitrating the action and rules, and then describing outcomes. So, yes, modern 'Story Game' RPGs, which are 2nd or maybe 3rd generation games obviously started with the central RPG concept that was present in Arneson's games and blended that with ideas from other spheres (theater perhaps).
Sounds good to me.
However, I think there's not as much space between the structures of play as some people propose. Role Play, and thus the centrality of the fiction, and of the narrative that spins out of the frame, act, arbitrate, frame loop is pretty much the same in Dungeon World, for example, as it would be in Holmes Basic, which is utterly classic early D&D. I agree that you could play Holmes Basic in 'pawn stance' and it works, whereas DW really won't, so they aren't identical, but they both produce the same basic result, which is a narrative description of characters in a fictional world depicting actions selected and described by game participants according to a process and rules structure with an open-ended character.
Well you can throw Dungeon into that mix, or a later boardgame that similar Tomb. You can include the CRPG Moria or later Diablo like games. All of these produce the same basic result when recounted as a narrative later. But the experience of play are vastly different between all of these. Which is why I consider them related but distinct forms of gaming, with different creative demands.

And to stress an earlier point I made which I is why I learned to explained not only why I wrote a work but explain at various why each subsection is in there. Because there is a lot of ways to produce the same basic result. But hobbyist generally have preference over how that result is achieved. Thus my explanation help in deciding whether my approach is for them.

It been my experience people playing DW style RPGs don't generally find only a small subset of my material useful. Which is OK.

I think that speaks to your kit-bashing point. I wouldn't use that term myself, because I think the process is more generative of new elements and often a lot less informal than just wiring stuff together until it 'works'.
It how games are created. The polished games that appear to be a seamless whole are that way because the author spent the time refining their idea. But nearly every account I read about how these games created is that it started out as a kitbash. The author was playing a RPG, though "Hey wouldn't it be neat to do X." Trying it out, then kept refining it until it was it 100% own thing. Of course experienced authors with a firm handle on what they do creatively can start with a blank page and go from there. But that the exception not the norm in my opinion.

I think it is plain that modern Indy RPGs, regardless of where they fall on the techniques and rules structure side of things, incorporate a LOT of theory and analysis in order to produce robust, well-functioning systems.
Whatever works is my mantra. But why these games are not for me is that my experience many modern Indy RPGs limit agency and scope. In my opinion Blades in the Dark sacrifices just about everything about a RPG to make a finely tune game to help a group recreates a heist movie. Sure general idea behind BitD can be used to for other situation but you would have to write a whole new version while related is also it won finally tuned game that recreates X. Similar to the relationship between AW and DW.

I am not sold on the theory and analysis part. My approach is refinement through actual play. Try something, see how it works and go from there. Do this campaign after campaign until you have something to share. When you share it listen to the feedback and refine it again. Until get something that based on the feedback achieves one's creative goals and in a form accessible to other hobbyists.

The downside that it is time consuming beyond belief. And to work requires to you go with how things actually worked out rather than how you think they ought to work out. Which is why I only have a handful of products after ten years of publishing on my own.

D&D itself I would describe as a 'kit bash'. I mean, it literally is an amalgam of Survival, Chainmail, and some structure taken from the Blackmoor and Great Kingdom wargame/Braunstien-like campaigns. There is obviously a bunch of novel stuff in it, and taken as a package it surely represents a qualitative step into a new paradigm, but I would say something like PbtA is vastly less of a 'kit bash' than that!
OD&D released in 1974 is definitely a product of the kitbash culture that existed in miniature wargaming hobby of the Upper Midwest in the later 60s and early 70s.

but I would say something like PbtA is vastly less of a 'kit bash' than that!
I haven't read any account by Baker about the genesis of AW but Dungeon World is definitely a kitbash. I believe he said

The idea is to create a mega-dungeon packed with all the stuff I like, and extract rules....

DW deliberately and consciously emulates D&D in terms of taking a few elements and recontextualizing them (classes, races, ability scores, hit points, genre elements) but one should not mistake that for simply picking up found pieces and jimmying them together. Instead the designers went through a long process of analysis and creating a conceptual framework, from which they extracted principles. '
I think taking genre elements welding them onto a completely different system is part of the very definition of kitbashing. Your definition of kitbashing is too narrow. It not just taking the rules of a miniature wargaming and welding to a board game about Wilderness Survival. Kitbashing can be about welding together idea as well as more tangible things.

Those principles were then applied to construct a core framework of a '3rd generation RPG' (and if you look at Apocalypse World you will see that it owes only its general structure as an RPG to D&D, not any particular mechanics or other elements). Dungeon World might fool you because it goes back and picks up D&Disms DELIBERATELY and reworks them in the context of this new framework and principles.
It not a 3rd or any generation RPG. It just one more game that increases the diversity of games within our hobby. At best it can be part of or the center of family of related games. Which is why you are calling it a 3rd generation because a bunch of Indie authors started sharing ideas in the 2000s and from that arose a family of games with similar very broad creative goals, and within that subfamilies of games related by mechanics like PbtA or Fate. But it not a successor whatever it is you think 2nd generation is.

As the Elusive Shift by Jon Peterson shows once the idea that a fun hobby could be had by playing individual character interacting with a setting with their action adjudicated by a referee took hold, the diversity of what was offered immediately started expanding. And only increased since. But any game is as fun or easy to play today as it was back in the day or yesterday. It not technology.

Continually been calling various game modern or latest generation. My Majestic Fantasy RPG was published in 2020 which makes it a later generation than Dungeon World. But using modern in reference to my system is a useless adjective. Doesn't encompass any of the things that makes the MWRPG the same as other RPGs or different than other RPGs. The MWRPG is just one more systems in a sea of other systems.

So it isn't helpful to the discussion. If there something distinctive about what YOU consider to be 3rd generation RPGs then state that distinction rather than use easily misunderstood jargon.
 

What I was talking about was the interesting divide in what simulationist players actually want. It tends to start with weapons and combat, might extend to rations, but often doesn't get much farther than that. I always chuckle when people shrilly claim to love realistic rules when what they actually want is realism for the bits that really interest them and thats it. Guns are a popular target. No one, for example, wants realistic tax forms in their games. Anyway, there's nothing wrong with wanting detail about something you're in to at all.
Sure, but I hope no game has added tax forms to its rules except maybe tax simulator 2000.

i don’t think that I would even go so far to say it’s only over mechanics they like. They want simulationism in the parts of the game that matter. Tax forms or bathroom mechanics just don’t matter in most games.
 

Sure, but I hope no game has added tax forms to its rules except maybe tax simulator 2000.

i don’t think that I would even go so far to say it’s only over mechanics they like. They want simulationism in the parts of the game that matter. Tax forms or bathroom mechanics just don’t matter in most games.
Matter? I guess. I find just as often its so they can fully demonstrate specialist knowledge of their own. People that really like and know guns are the ones who tend to want super detailed firearms combat rules and selection. People who at are expert (or think they are) in medieval combat are the ones who want super detailed and realistic melee rules. Plus they whine a lot about the difference between a longsword and an arming sword.

There's nothing wrong with wanting that level of detail, but you only really get full value out of them, past a certain point, if you have the requisite real world knowledge.
 

Matter? I guess. I find just as often its so they can fully demonstrate specialist knowledge of their own. People that really like and know guns are the ones who tend to want super detailed firearms combat rules and selection. People who at are expert (or think they are) in medieval combat are the ones who want super detailed and realistic melee rules. Plus they whine a lot about the difference between a longsword and an arming sword.

There's nothing wrong with wanting that level of detail, but you only really get full value out of them, past a certain point, if you have the requisite real world knowledge.
Not sure. I find that the people who want "specialist knowledge of their own" in RPGs tend to fall somewhere between knowing too little and too much about their field or as you say "think they are" experts. I also tend to think of simulationism less as a matter of how well it simulates any notions of reality, but, rather, how well that it simulates genre. What simulationism looks like, for example, for a heroic superhero RPG will likely not look like simulationism for either a Pride & Prejudice RPG or a He-Man and the Masters of the Universe RPG.
 

I think these responses are mostly missing the point of what @AbdulAlhazred and @Campbell are talking about. It gets back to what I was talking about waaaaaaaaaaay up thread.

If the primary play loop is centered around:

1) GM looks at card (setting notes).

2) GM draws picture, attempting to deftly telegraph what is on card based on principled constraints (if you just tell the players the right answer then there can be no skilled play).

3) Players attempt to solve the puzzle.

When this kind of multi-dimensional Pictionary serves as the primary means of action resolution mediation for virtually all arenas of conflict outside of combat, any given instantiation of play is vulnerable to:

1) GM extrapolation of setting collisions with PCs and modeling of events (THIS is the simulation component...and it doesn’t matter whether genre emulation is a part of it or not...in fact that could make things more fraught) will diverge from another GM’s modeling or even from themselves on a different day/year.

2) The GM may draw too opaque a picture, rendering it indecipherable to the players attempting the solve.

3) Cognitive load and the wear and tear of daily life over the course of many weeks will have an impact on the bandwidth of GM and players when a multi-month-spanning series of pictures is being drawn and solved for, leading up to one huge gambit (where all the prior pictures we’re supposed to be inputs).


Those are three significant failure points built into the model; modeling/extrapolation error + cipher error + multiple input assimilation along with the wear and test of time.

Most of us here have been doing this for 30+ years. I’ve spent 5000 + hours running or watching “trad” games. WAY more than the overwhelming # of GMs on this planet.

The number of times things go wrong in a campaign that GMs want to chalk up to “my players are dense and reckless” when it’s actually 1 or more of these 3 things (and the players will tell you so if you ask them in confidence) is legion.

And this doesn’t touch on the “interesting situations” question (which I brought up upthread):

How do GMs protect against sterile modeling/extrapolation where nothing unexpected happens when PCs and setting collide? How do you protect against an endless array of deterministic models (particularly when you’re trying to draw pictures that can be inferred by players so the can solve puzzles!)?
 

To be fair, the presence of something like the boarded up window, or the judge, are perfectly possible in many many instances of sandbox. The players ask and the GM decides, right? In some, I will grant you, the ability of the players to 'ask' is pretty curtailed, but that's on the GM, not the play style. In my sandboxes, for example, both the window and the judge happen all the time because of the way I run my games. That's not to say there's no difference between Blades and traditional OSR sandbox play, because there is. The fact that the permissions are hard coded into the Blades rules set is a significant difference, as it means those things are no longer up to the whim of the individual GM, which I think is your main point, if I'm readings you right.
Right, and I have no evidence it wouldn't be, at least usually, true for any of the GMs posting here that run a 'classic' GM-centered fiction type of game. They might all explain a bonus that way, or let that be the entre into a 'score', or whatever the abstract system is asking for at the given moment. But who will posit that? I am sure a player can literally speak "Maybe there is an old forgotten boarded-up basement window" at any table. Likewise a GM can simply invent that feature, but there is actually a stricture against it in 'skilled play'! It is a form of 'cheating' for someone to add a way around some obstacle during play! Now, I didn't hear, say @estar really say that Gygaxian 'skilled play' was a specific goal (at least my old brain doesn't remember him saying it particularly) so again I don't want to draw a conclusion. Just that there are some potential issues, depending on exactly what flavor of D&D you espouse. Given that 'sandbox' has been stated, my basic working assumption is that as long as the PCs are in 'mapped territory' a paradigm of this sort is in effect, the challenge is set, although there is always wiggle room to elaborate (IE how flammable is the building if the PCs decide to burn the bad guys out, this might need to be adjudicated on the fly).
 

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