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Of Mooks, Plot Armor, and ttRPGs

Aldarc

Legend
As soon as you call it "realism", the phrase, "magical elf-game" comes out, and someone claims your entire argument is irrelevant.

I really don't understand why this attack on the concept of simulation as a hamestyle is happening. What exactly did the bad simulationists ever do to deserve being told what they want is impossible? I don't recall anyone trying to argue that narrative concerns were a pipe dream and should be abandoned.
To be fair, it does sometimes feel like claiming to value "realism," in terms of naturalistic physics (or whatever else) while also wanting a game with "magic" and "elves" is bit of a stretch. IMHO something has to give when trying to do both. That's fine if you know where and when you want to sacrifice the realistic in favor of the fantastic and/or the fantastic in favor of the realistic.

For example, when I think of the Euro-American artistic movements of "realism" when it comes to art and literature, magical elements are unsurprisingly absent. Sure, there is the incredibly nebulous and controversial genre of "magical realism," but I'm not really sure if this genre is what many people clamoring for realism in their fantasy games are really advocating for.

I'm just gonna quote Baker here:
That'll do, Baker. That'll do.
 

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loverdrive

Prophet of the profane (She/Her)
More generally, here's a simple thing: challenge (in the context of RPGs: overcoming challenges by navigating a situation in Shared Imaginary Space effectively) and storytelling are fundamentally incompatible, and there's absolutely nothing that can be done to reconcile them.

Challenge demands that the outcomes depend only on the decisions that players make. Defeating a dragon means defeating a dragon: arriving there prepared, getting a drop on the damn thing and leveraging abilities, items, terrain, whatever else to your advantage. If you employed Desert Storm levels of planning and stroke the beast before it could do anything, cool! It's GM's job to honour it. If you waltzed in beaten, bruised and bleeding, c'est la vie, you die, git gud.

Storytelling demands that the outcomes are majorly influenced by the needs of the story. Defeating a dragon means earning a right to defeat a dragon. Which means having the character change, which means suffering and sacrifices. If you employed Desert Storm levels of planning and came up with a perfect plan, well, too bad, someone (maybe GM, but not necessarily) now has to invent a way for the things to get complicated and for PCs to suffer.

You can't have both at the same time, something's gotta give. Anything you do to emphasize interesting stories that can stand on their own legs unavoidably harms the process of navigating a dangerous fictional world.

N.B.: by "challenge" here I mean "challenge" in a "B/X" sense: navigating a dangerous fictional world by making decisions that would work in the confines of this dangerous fictional world, restricted in your influence to whatever a person in this dangerous fictional world can influence.

Yes there's a challenge in managing Fate Points, and damn, many storytelling games have explicit victory conditions and scoring structure, but I feel like there's a sea of difference between outsmarting a dragon with your own wits and defeating a dragon by expending a karma resource.
 
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Storytelling demands that the outcomes are majorly influenced by the needs of the story. Defeating a dragon means earning a right to defeat a dragon. Which means having the character change, which means suffering and sacrifices. If you employed Desert Storm levels of planning and came up with a perfect plan, well, too bad, someone (maybe GM, but not necessarily) now has to invent a way for the things to get complicated and for PCs to suffer.
Yes, thank you, that's it exactly! It's not that we want things to be easy, for success to be handed to us on a platter - in fact, we want it to be hard, to force the character to change!

What I came to realize over the course of developing a preference for storytelling games was that the two things were indeed incompatible. When good planning gave a flawless result, yeah, that was fun... But there was also a sense of letdown. (I realized this only over a long period of time.) It was a kind of relief to find that the letdown wasn't necessary, that one could prioritize the heart of the character.
 

Umbran

Mod Squad
Staff member
Supporter
All simulations are within the limits of practicality, right? And also within what the immediate needs are.

Lots of folks build simulation mechanics that aren't terribly practical, and that they probably don't actually need. One of the core points of editing is finding the things you really thought would be great, but end up without good purpose in the work.
 

innerdude

Legend
At one point I coined the phrase "principled illusionism" as an analogue to "imaginary naturalism", but it was still too "loaded" a term, as illusionism is seen as bad, and the worst kind of GM-ing generally.

But it's the right idea. D&D adherents of "living world" aren't at all interested in the full range of process sim proceduralism in the way GURPS or Runequest does it. They just want the illusion that the world "lives and breathes" outside the view of the characters.
 
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The key words there were "emulated". Because, again, for the level the PCs are operating which are usually one-ship personal trading vessels, most of the data that would matter at a higher level is, functionally, invisible. It might be a different story if the PCs were monitoring economic trends across their trade area and had the skills to analyze what those trends meant, but beyond "Currently pharmaceuticals are in surplus on Planet A and are in demand on Planet Z", neither of those is true. It might as well just be a table because the cause an effect are beyond their ability to perceive and/or utilize it.
That's right, these 'prices' are just, at most, random numbers, or even numbers invented by the GM. Lets say the GM decides a war starts with the Azlan Hierate, then maybe he says "Oh, pharmaceuticals are being bought up by the Imperial Marines for use in military hospitals." This is not some sort of example of the "law of supply and demand" operating, even in a simulation. It may be an ILLUSTRATION of what the law of supply and demand MIGHT produce, but it is ACTUALLY just a ruling by the GM. We can then ask "why did the GM introduce this fiction, and thus this ruling?" but that answer CANNOT BE "the natural laws of the setting produced this outcome." At best the descriptions of the Imperium, the Azlan Hierate, the political situation in the Spinward Marches, etc. indicates that such a ruling by the GM is commensurate with the fiction.
This is the thing I keep arguing; certain depths of simulation are only relevant to the degree that a PC group can interact with it in some meaningful fashion. Past that random tables do a good a job of meaningful simulation as a far more detailed simulation would, because the latter would be functionally invisible.
I just argue that the word 'simulation' is a misnomer here, entirely. Calling a couple rolls on a random table 'simulation' deprives the term of any substantive meaning at all.
Its why I say it makes an enormous difference what level the PCs are operating at. I just reject characterizing the parts of the setting PCs are able to interact with as a "tiny part". Its not. Its as big as any simulation anyone does, because they're always ignoring things that are irrelevant or abstracting them heavily.
What I am arguing is that most of the factors which would go into a substantive simulation, one that is not merely a string of random numbers, are entirely unspecified. We don't know, in Traveller, even the most basic facts about the economies of any of the worlds in the Spinward Marches (or any other classic Traveller setting). For that matter, even assuming we know a few facts, your random tables don't even take those into account!
Assuming participant decision making is liable to produce a more correct output. That's a big "if".
My point is there isn't any correct or incorrect output, given the lack of any knowledge whatsoever of the economic factors involved there simply IS no right or wrong answer! Again, this tells me that the term 'simulation' is somehow not appropriate. A simulation must simulate something, it is an analogy of an actual system to which it bears some sort of, however passing, resemblance. Here we have a complete void of detail, an absence of the thing to be simulated. So this is my contribution to the "what word should we use instead of 'simulationist'" debate. I'm not sure, but I think we do need a word. Even 'emulate' seems odd, as it implies there is something to copy the characteristics of.
Averaging over time? Again, you could have a variation roll, but is it serving an actual purpose given the scope of play?

(Mind you, the way the economics of Trav is set up is deliberately broken to make trade by itself unfeasible without secondary income, but that part is very clearly a gamist artifact to make sure the trade game is part of a more broad style campaign rather than just a simple trade game).
Exactly! This is my point entirely. There is an underlying agenda. I simply propose that, given the weakness of any concept of simulation of an imagined world, such an agenda MUST have controlling force on what the results are (or else you simply have a system with no design at all, which I guess is possible).
What can I tell you, man? I disagree with your premises (at least enough of them), so I disagree with your conclusion. And I haven't been focused heavily on simulationism for 35 years now.
We understand you don't find the conclusion, and I agree wholeheartedly with @pemerton's analysis here, agreeable. I am, however, not seeing any actual substantive counter-argument.

I mean, technically, I could imagine someone with enough wealth buying the supercomputer time required to run some sort of geological plate-tectonic simulation algorithm to develop a map of a fantasy world. I could see them then further employing the use of a fairly competent climate simulation, and I suppose there may even be ecological simulations that can take some plausible array of species and tell you how they might be distributed and describe the energy flow across their ecosystems, producing a fairly naturalistic world, etc. To some degree this world could then be said to have the character of a simulation. If the GM then runs some weather forecasting model and says "its raining today" I am fully prepared to call that simulationist. Heck, I'm not that much of a stickler, I'll agree its fairly simulationist if they just randomly pick a weather result from a table derived from typical outcomes suggested by the climate simulation for that area, season, etc.

My question then becomes, what would actually be gained in terms of play by doing this? I mean, I once created a fairly realistic-sounding weather table for parts of my campaign world. It just wasn't that interesting! I even generated a bunch of weather for a whole year and whenever the PCs went outside I'd look up the weather, but basically it was boring and trivial after about 3 sessions of play. It would matter to real people, but it didn't serve the purposes of game play very well. I don't think my hypothesized realistic geology, ecology, and climate proposed above would particularly suite game play better than 'World of Greyhawk' or whatever either. In fact it might be worse!
 

I'm not sure that arguing about simulations here is helpful? It seems to be broadly accepted that "simulationism" isn't really about "simulating" anything, despite the name? I liked your (@AbdulAlhazred) phrase "commensurate with the fiction". While all styles of roleplaying so far as I know seek results commensurate with the fiction, the "simulationist" style seeks it for a distinctive reason. That distinctive reason, if we can encapsulate it pithily, is what that playstyle is all about.

EDIT: I do think that many sim players like to feel as if they were simulating the world. But as the old saying goes, there's a whole world within an 'if'.
 

To elaborate on the "as if"... It was common back in the day, and still is in some corners of the OSR world, to explain some of the more bizarre design decisions of early D&D in terms of "realism".

For example, level limits for demihumans were explained by, "If they could keep levelling over their long lives, they'd dominate the world!" Which, it is explicitly or implicitly stated, would be "unrealistic".

Of course the retort is perfectly possible (and was made even in the early days) that adventurers are extraordinary people who don't necessarily match the broad demographic profiles of the population... And that in any case, why do game mechanics have to support that degree of world-level "realism"? But that retort had remarkably little effect.

I suspect that anyone who insisted on level limits would, if pressed, admit that they don't really think population dynamics can or should be embodied in game mechanics. It's just too complicated a subject even when restricted to humans! But they want to feel "as if" that embodiment had been done. It makes the world seem more alive to them, more independent of their individual game or convenience.

(Naturally, not all sim players cotton to level limits, I'm not claiming they do. I'm just pointing out a dynamic that seems to me to be in play for those that do.)
 

The-Magic-Sword

Small Ball Archmage
I haven't caught up on the whole discussion yet, but one observation the OP and first few replies made me think of is that I think part of the dynamic is the way the plot armor interacts with a lot of those other mediums such that they need more to be interesting than TTRPGs do. Because we have an expectation that things are generally going to work out in sufficiently high stakes stories, the interesting thing can't really be the conflict of the story-- that just becomes a setting for character development, action sequences, comedy, titillation and so forth, particularly in genre fiction with established tropes. Now to be clear that doesn't apply to all fiction, but you can generally tell when you're watching something that doesn't have that kind of plot armor baked into its premise because its a whole different vibe (there are fallback perspective characters already, for one thing.) But in a TTRPG the basic conflict is allowed to be more interesting because success isn't a guarantee, fighting a dragon is intrinsically more interesting because you aren't guaranteed to slay it so each beat of that fight has an element of tension to it that most stories where the characters slay dragons don't actually have because it mostly isn't interesting for them to fail to slay the dragon, unless the consequences of their battle are built into something else that narrative convention imposes less upon (e.g. who slays the dragon.)
 

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