Micah Sweet
Level Up & OSR Enthusiast
Yeah, pretty much.By "the first part", do you mean this?
Yeah, pretty much.By "the first part", do you mean this?
LitRPG is a really interesting thing to watch happen. The way this describes it undersells it a bit too, there's plenty of it that is adopting game elements while playing coy about being a game, and just making things like level or class a part of the world's physical laws.
I missed the boat on Earthdawn, it's both too early and too late for me, overlapping poorly with my tabletop career. Which is a shame because I feel like early teen Pedantic could have really formed a solid obsession.And it is, of course, possible to completely reify the game assumptions into the setting. Earthdawn is the classic example here; characters have classes, levels and potentially at least, level elevating hit points. It deals with the LFQW problem by making everyone mages of a sort (with the ones that don't look like classic mages having their magic mostly just internal).
But that's showing the sausage making a bit too much for a lot of people.
My home setting for Pathfinder 2e does this too, I take for granted that the reason you can do things by the game rules that are out of ken for the real world (like harm such a large creature with your tiny body and tiny sword) is because people in that world are internalizing magic and awarding them superhuman strength and capability as they train. I wouldn't do that in something like OSE, but the world should match up with the game as much as possible, and I love me some anime and LitRPG so it works out.And it is, of course, possible to completely reify the game assumptions into the setting. Earthdawn is the classic example here; characters have classes, levels and potentially at least, level elevating hit points. It deals with the LFQW problem by making everyone mages of a sort (with the ones that don't look like classic mages having their magic mostly just internal).
But that's showing the sausage making a bit too much for a lot of people.
All of those reasons apply to me too, except that I also really enjoy the experience of, in effect, "living another life" in a magical world that exists outside of my own perceptions, rather than getting the feeling that all this happening just to entertain me. That's why narrative games bother me, by the way. I don't want to feel the universe revolves around me and my friends.What I'm taking Umbran's point to be is that there are lots of ways to scratch the "simulation" itch. I don't think anyone can deny that J. R. R. Tolkien worked harder than just about anyone else to make his world as intensely realized, as living and breathing, as possible. It was a lifelong obsession. But he didn't play roleplaying games in Middle Earth that I know of, he wrote stories and essays about it.
So, to the extent you've chosen to realize the worlds of your imagination in the context of a game with other people, there must be something about that particular realization that appeals to you apart from the simulation. Or maybe it would be more accurate to say that there's something about the game that engages your delight in simulation better than other ways.
What is that? I'm not at all trying to tell you your preferences are wrong! I'm just trying to understand what they are. Why a game instead of another mode of expression?
The question can very easily be turned back on me, so I'll try to answer it. Why do I like stories produced in games better than those I write myself?
I think there are several reasons besides the obvious one of socializing with friends. First - I don't know what's going to happen next! Yes, there are solo RPGs that can supply that, but they are still limited by my own imagination. The collision between multiple people's imaginations and agendas produces fascinating debris!
Second - playing the role provides much the same fun of acting, but without the pressure of a large audience or the need to memorize lines. There is a pleasure in seeing what this other person I inhabit wants to do and strive to do it.
Third - the vicissitudes of my character provide much the same catharsis as reading great fiction, but because in a sense I've "lived" it myself, the experience is more intense.
Fourth - for much the same reason, the experience of play can let me "try out" being a different kind of person. When I was younger, I was very shy and awkward, but RPGs gave me a safe space to learn to be more assertive and personable. Likewise, I'm unmarried but the game can in a sense let me experience being a loving but flawed father.
It doesn't, of course. But the original question was whether he is biased or has animus against simulationist play. Perhaps he's changed since I stopped reading the Forge, but while I was there, the answer was emphatically 'yes'. I honestly don't blame people highly committed to that mode of play being angry and offended at him, because he said some grotesquely offensive things.I don't really see how this bears upon whether what he says about purist-for-system simulationism is true or false.
And then you get into discussion about what happens when you change a mechanic, which can go either way. If I want meaningfully difficult desert travel, I need to figure out a supply system, carrying capacities, avoid effects that create water, measure the results of desert hazards against character health and so on.I feel the same, a big part of the appeal of a roleplaying game for is that lavish worlds with interesting tones, systems, themes, history, and etc (e.g. all of the things one would consider if you consider worldbuilding to be a form of art in its own right) entice me to want to interact with them-- and usually, being too focused on the main characters and their special plotline or arc or whatever, serves to distract from the status quo that interested me in the first place. So a world that's strong enough to stand without the PCs, or that isn't particularly interested in them or any story you're going to actually tell, is often a good sign that it's a world I, ironically, actually want to play in.
In DND terms, if I strive to just be a normal adventurer in your world-- that experience should be the hook.
Part of a system being good for me, in my mind, is that it presents a world with it's mechanics that I want to play in. So, Pathfinder 2e is really nice for me because I don't feel the need to change the mechanics in particularly annoying ways, with a few shoe-pebbles that will probably come up over the years as i go, I think alignment is the closest right now and even then its not particularly onerous.And then you get into discussion about what happens when you change a mechanic, which can go either way. If I want meaningfully difficult desert travel, I need to figure out a supply system, carrying capacities, avoid effects that create water, measure the results of desert hazards against character health and so on.
Or, if I think the soak roll takes too long to resolve and I want to use a flat damage reduction mechanic, I need to think through what that means for types of armor, equipment prices and so on.
That's usually hard and often even harder to do completely and well. I can do all of that above and then discover I haven't actually checked camel walking speeds and the desired fiction doesn't emerge. What I can do at that point is change the rules again.... But I can't create a difficulty that doesn't exist, if a player finds a way around it. Honestly, that's half of the whole point, and usually a sign of an engaged player.
OK. So reposting it:Yeah, pretty much.
Purist-for-system is a term that I learned from this essay. It describes an approach to RPGing.I'm interested in analysis of RPGing. My assertion is that what distinguishes purist-for-system RPGing from other approaches is the emphasis on resolution process (ie the system in action without the need for participant decision-making) and certain associated approaches to framing and consequence narration.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.