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Of Mooks, Plot Armor, and ttRPGs

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.
Indeed. And as the conversation has developed, we've identified this as the distinctive element in narrative games as opposed to "simulationist" ones. (There's been some dissatisfaction expressed about that word.)

That said, narrative gamers don't insist that the dragon must be slain. They only insist that the slaying or failure to slay carry dramatic import.
 

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As I understand it, for process X to be a simulation of process Y, there has to be some more-or-less given Y that X is then related to in some fashion (typically by some sort of structural and/or causal resemblance, I think). But in the case of RPGing, there is no Y that we can compare X to, once we get beyond very narrow bounds.
Purely as a mathematician, I would say it requires there to be some mathematical 'transform' which can map a state of Y onto a state of X. So, if I were to take the current positions velocities, and masses of the planets, and Newton's Laws of Motion, and his Law of Gravity, I can write a pretty good simulation of the Solar System in the sense that this is enough data to extrapolate their positions, or at the very worst a set of positions that are a plausible outcome of the current state, some time into the future. There is some sort of relationship that would hold between X (the actual positions/velocities of the planets at some future time) and Y (the outcome of my simulation). Thus I can say this is truly a simulation, and it might even reveal as-of-yet-unknown traits of the real system, like orbital resonances, or modes of instability that exist in both the simulation and the real system which ARISE NATURALLY in each due to analogous components of both systems. This is the sort of thing that is generally meant by 'simulation'. In engineering the meaning is similar, a simulation of a nuclear power plant will model a core meltdown when the main coolant loop fails, not because this is coded into it, but because the model itself represents the essential elements of the real system such that its state will evolve in a way that is related to the state of the real system under analogous inputs.
This is what I take to be @AbdulAlhazred's point, with which I am in agreement.

It doesn't mean that there is no difference between (say) RQ and D&D, or RM and Burning Wheel. I've repeatedly stated that the differences are obvious and fairly deep.
Right, and those differences are, potentially, meaningful in terms of what sort of game results, how the fiction plays out, what choices exist for the players, etc.
But the differences don't consist in RM and RQ being simulations of worlds, or even of significant parts of worlds. At best they set out to simulate some aspects of hand-to-hand combat and some aspects of athletic endeavour.

The difference consists in the action resolution processes, and also in some aspects of scene framing/content introduction that are connected to those processes. The action resolution processes aspire to be closed (in AbdulAlhazred's sense), hence requiring no decision-making from the participants once they are set in motion; and closely related to this, from the action resolution processes you can read off salient elements of the fiction on the way through. (This contrasts, obviously, with "fortune in the middle" resolution and also with "say 'yes' or roll the dice", "fail forward" and "let it ride".)

It only obscures these fundamental elements of these RPGs to describe them as in any literal sense "world simulations".
precisely. In no way is my commentary directed as some sort of derogatory statement. It is simply intended as a point from which explication can start. My intent is to show the common ground between different approaches to running games. I see the subject matter of this thread, plot armor, minions, and presumably similar stuff if I can extrapolate from the OP a bit, as closely related to the 'sim' question. I personally think that if we sheer away answers to questions like "why would we not use minions" that amount to "they aren't good simulations of monsters" then we can analyze more fundamental aspects of the question, answers that get us closer to understanding the essence of WHY we choose certain patterns of RPG game design as well as play techniques.

Now, maybe not everyone wants to discuss what the differences might be between an answer like "minions don't simulate real creatures very well" vs "the fiction produced when describing combat with minions doesn't have the character I like" but I find it somewhat interesting. I find it interesting to ask which sorts of play these different alternatives favor and if there are, for instance, ways to have your cake and eat it too.
 

Thomas Shey

Legend
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.

Well, I'm not going to deny that usage for a simulationist approach in any sort of fantastic game requires some compromises, but that doesn't mean you can't be selective about where the simulationism ends (it also at least requires some unpacking where, once you have a set of premises about how the fantastic elements work, whether extrapolating from those straight on is still simulationist or not). And as you reference, it can become more than a little questionable what it means when the fantastical elements get high enough--but I suspect most hardcore simulationist types are unlikely to go to far into the hyperfantastic.
 

The-Magic-Sword

Small Ball Archmage
Indeed. And as the conversation has developed, we've identified this as the distinctive element in narrative games as opposed to "simulationist" ones. (There's been some dissatisfaction expressed about that word.)

That said, narrative gamers don't insist that the dragon must be slain. They only insist that the slaying or failure to slay carry dramatic import.
That dramatic importance is kind of interesting to me, from a literary perspective, because it suggests a set of narrative 'rules' in terms of what things can and can't mean to the story as a whole. Meanwhile, I can certainly think of stories where the dramatic importance comes ironically, from the meaninglessness of the events in a greater thematic sense-- subverting the seeming narrative and pointing to the ephemerality of life or some such. I think its somewhat contextual to our time and place that the second thing is such a vitally important consideration, the prioritization of plot as the purpose and driver of the story.
 


Meanwhile, I can certainly think of stories where the dramatic importance comes ironically, from the meaninglessness of the events in a greater thematic sense-- subverting the seeming narrative and pointing to the ephemerality of life or some such.
Sure, such stories exist. I think seeking such stories through RPGs is likely to be a pretty rarefied taste, but it's a big world! I certainly don't have much interest in playing that out.
 

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.
Well, I certainly cannot disagree. OTOH I don't think victory, ultimately, needs to be assured in what we call big 'N' narrative games. That is, the Wandering Souls in our BitD game absolutely could be crushed like bugs and fail utterly in achieving their ultimate agenda, yet that would be a fine and dramatic outcome. Heck, when we discussed the potential final states of the game, the primary conclusion was that it probably DOES NOT end in some sort of big victory. Not being defeated is probably going to look more like the character's riding off into the sunset like Butch Cassidy and the Sundance Kid. The story is ALL ABOUT the journey, the destination is, at most, sort of like the last chapters of Return of the King, an interesting epilogue basically.

That may not be true in every story of course, getting the girl pretty much MUST happen in Princess Bride and be on screen. Typical RPGs don't normally do those stories as well, though some can. IME that sort of story is usually built into a fairly specific game intended to produce it (or at least ones like it).
 

OTOH I don't think victory, ultimately, needs to be assured in what we call big 'N' narrative games. That is, the Wandering Souls in our BitD game absolutely could be crushed like bugs and fail utterly in achieving their ultimate agenda, yet that would be a fine and dramatic outcome.
Yes. As I said above, we don't insist the dragon be slain. Only that the result be moving, that it drive character development and plot, no matter what happens.
 

loverdrive

Prophet of the profane (She/Her)
OTOH I don't think victory, ultimately, needs to be assured in what we call big 'N' narrative games.
Oh, that's for sure. I don't really see a meaningful difference when it comes to challenge between "success is assured, regardless of how smartly characters act", "failure is assured, regardless of how smartly characters act", "the outcome is decided by tallying Victory Points, regardless of how smartly characters act" or even "somebody at the table just decides, prioritizing good story, regardless of how..."

I, personally, mostly design games where success is not an option, so... Yeah.
 

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