Imaro
Legend
Thanks for this. I'm following you now. It seems like a real narrow agenda for a game, but, sure.
Well presumably it would just be one scene/piece that serves the simulation of a greater whole.
Thanks for this. I'm following you now. It seems like a real narrow agenda for a game, but, sure.
Bearslayer! An eco-action game in which you slay bears and level up to become a mighty warrior, while trying not to deplete the bear population so that your sons can someday follow in your footsteps!Well presumably it would just be one scene/piece that serves the simulation of a greater whole.
In the context of AD&D play, I've met people who are noticeably better or worse at choosing spell load-out, and choosing when and how to use spells to "beat the dungeon".I've never met any good players in RPGs.
<snip>
Conversely, I've never met any bad players in RPGs.
<snip>
If there's a skill gap between a n00b and a god-tier capital G gamer in, say, dnd, I'm not convinced it's wider than the thickness of a PHB.
That's not a simulation. It's just a description!in an RPG context, "You set up camp near the river. Shortly before dusk you see a large brown bear head to the middle of the river. After about 10 minutes it catches a large fish and carries it off to eat."
That's plenty enough to be a simulation of what a bear might do in the woods.
OK, let's make up some answers:That's a nice thought experiment. My first intuition is probably not, but then I have a few questions...
What is a bear?
What is a morning?
Why or how does the bear feel thirsty? What is thirst?
What is the connection between a well and water?
What is the connection between water and thirst? (Or are they unrelated?)
How does walking get a bear to a well? What is it like for a bear to walk?
In what way does walking to a well equate with collecting water?
Each reader will have a set of answers to questions like these. A model, if you will.
But that would be a false description.Perhaps one could see the authoring itself as reliant on simulation, the product of which is of course static... not a simulation. Under this view, Tolkien would be described as having a model of Middle Earth in mind and drawn conclusions from that model.
Well if we're following their principles it's a pointless narration that goes against the way the game is supposed to be played.
These two statements are not synonymous. I don't know which is "canonical" for simulation.I think of simulation as a GM activity, an attempt at dispassionate extrapolation, not involving the players except through their characters, who act within the world and need to see realistic effects.
It seems to imply that, as soon as the GM narrates something so as to provoke the players to declare actions for their PCs, it's no longer "simulation" in this sense.Thanks for this. I'm following you now. It seems like a real narrow agenda for a game, but, sure.
(A) I thought you were asking which RPGs weren't about simulation, not which RPGs "didn't allow" GMs to have bears catch fish for other reasons. It's very hard to imagine a GM in a game of Hillfolk narrating a bear catching a fish because in Hillfolk, narration is mostly the job of the players: Hillfolk is a game about players talking to other players in character, and as part of setting the scene a player might say, "In this next scene, Bob approaches Alice as she's watching a bear catch fish, in order to talk about how guilty he feels for tattling on her sister Eve." Bob's player must have an emotional agenda in mind, such as wanting Alice to forgive him, and after the scene everybody will vote on whether they think Alice granted his "petition" or denied it, and based on the result somebody gets a drama token. Can you see how that's very different from a play agenda that's about attempting to faithfully model a gameworld? The bear is just scenery--nobody cares what the gameworld is doing.
Hillfolk/DramaSystem does have procedural scenes where it matters what the gameworld is doing, but as I said Hillfolk's mechanics for such scenes are so rudimentary (and the scenes themselves are so pointless unless Alice does something like say "I will forgive you if you can catch a deer for me", leading to a procedural deer-hunting scene for Bob) that it's clear simulation is not in any way a priority for Hillfolk, and you could sub out Hillfolk's deer-catching rules for OD&D rules or GURPS or whatever.
(B) The translation in Diablo 2 from rolling numbers and doing math on them to swinging swords and damaging monsters is there just as much as it is in D&D/etc. The GM may do the rolling dice and math for you, or the computer may do the rolling dice and math for you, but in both cases random numbers are generated and math is done and the swords get swung and monsters get damaged. And what does that have to do with the discussion anyway? You didn't address in any way my observations on Diablo 2's lack of interest in simulation (as opposed to Game or Drama). It's not like Diablo 2's designers couldn't make you take more than an instant to pick up 5655 gold pieces. They could have made you stop and start scooping coins into your pouch, which gets heavier and weighs you down more and more as it gets full. They deliberately didn't,
even though it's unrealistic, because simulation of a realistic world isn't a design priority for Diablo 2.
(C) Realistic in the sense of being self-consistent and not falling apart under examination. And again, you're asking the wrong question: it's not "what game doesn't allow it [an attempt at dispassionate extrapolation, not involving the players except through their characters, who act within the world and need to see realistic effects]?" but "what game doesn't involve it [an attempt at dispassionate extrapolation, not involving the players except through their characters, who act within the world and need to see realistic effects]?" And again I will point to Diablo 2 and (for the most part) DramaSystem. Dispassionate extrapolation is mostly irrelevant to both of them.
If you make world design choices based on plausibility and in-world logic, then it's a simulation. The more you focus on that principle, the more of a simulation you get.I was asking what game doesn't allow for simulation per the example provided by @Maxperson . I don't see how his example actually displays simulation other than that it is plausible that a bear would go into a river and catch a fish. What game doesn't work with some sense of plausibility?
You've offered two... I would agree on Diablo, but I suppose I should have been more specific and said "tabletop RPGs". I'm less concerned about a video game. On Hillfolk, I don't know if I agree. Again, I'm not familiar with it other than the very basics, but I don't think that a bear catching a fish in a river isn't something that could be narrated because it's plausible.
In other words, what is it, other than plausibility, that makes something a simulation?
I'm going to guess that you are here referring to something like the following quote from Edward's venerable article setting out the Simulationist agenda as follows:If you make world design choices based on plausibility and in-world logic, then it's a simulation. The more you focus on that principle, the more of a simulation you get.
There's nothing there that prevents or elides the bear example. Does the appearance of a bear fit in within the internal logic of the gamestate? Yes? Then we're good.Internal Cause is King
Consider Character, Setting, and Situation - and now consider what happens to them, over time. In Simulationist play, cause is the key, the imagined cosmos in action. The way these elements tie together, as well as how they're Colored, are intended to produce "genre" in the general sense of the term, especially since the meaning or point is supposed to emerge without extra attention. It's a tall order: the relationship is supposed to turn out a certain way or set of ways, since what goes on "ought" to go on, based on internal logic instead of intrusive agenda. Since real people decide when to roll, as well as any number of other contextual details, they can take this spec a certain distance. However, the right sort of meaning or point then is expected to emerge from System outcomes, in application.
Yeah, and even if they completely trust the GM, losing a character and a set of relationships you're invested in can be emotionally brutal. I get that. How to make game sessions that contain TPK, and continued play afterwards, still enjoyable is a whole branch of the GMing art and I'm still learning it myself. The Felltower gang has a lot of relevant experience: Felltower TPK: The Gnoll Story - Gaming Ballistic
One of the best suggestions I've ever heard is to give closure by showing impact. Instead of just deleting a dead character from the narrative, you can show how NPCs react to their death, show what changes. My post-game writeup of the next PC death is definitely going to be a vignette of an NPC coping with grief, and then finding some way to constructively move forward (probably by stepping up and into the dead PC's shoes).