hawkeyefan
Legend
(A) To be honest with you I find that whole discussion about bears and goldilocks confusing. "Is this story about a bear a simulation?" is a question which makes about as much sense to me as "how tall is blue?" I was trying to explain to you what simulation means from my perspective (which I believe is the GDS perspective), but I can't talk about bears and Goldilocks. If that's what you're interested in I have to bow out.
I would agree that the bear example is a poor one. I'd much rather read an actual play example that helps illustrate what folks are trying to say. But folks seem reluctant to share those.
It seems like a bit of color and nothing more. It didn't become meaningful in any way. I don't see how such a detail couldn't be narrated as part of setting the scene. On its own, it feels pointless and incomplete regardless of play priority.
(B) If you ever have the opportunity to play or run a couple of sessions, I would encourage you to take it. It helped me understand what people like about non-action-oriented RPGs, it helped me understand some of the distinctions between iconic and dramatic heroes in fiction, it clarified my thinking on scene framing, and it changed the way I build NPCs (it's now more network-based with more frequent "fraught relationships"). It also helped me understand some phenomena I see in real life, like the emotional kick some people get out of being the one to deny an emotional petition, even if they don't really want the other results of denying it.
I would certainly give it a try if the opportunity comes up. I'm pretty open to new games. I have a bit of a backlog of games I want to get to the table, though, so I don't see it happening anytime soon.
(C) The emphasis on plausibility comes from you, not from me. Per GDS, I have been emphasizing intent to extrapolate. Plausibility is a metric of how good the simulation is, but plausible situations can arise through G or D as well as S. Does that unblock you or need I elaborate? I don't want to insult you by stating the obvious here. Edit: I guess I explained anyway, see following post.
I don't think the emphasis on plausibility comes from me... it came from @Maxperson and his example. I was questioning it because plausibility was the only element I could see at play. And narration. The GM narrated something because it was plausible. I don't think that is enough for simulation purposes, but I'm not sure what else people might think would make it so. I'm not sure your elaboration below does much to help.
In GDS, "simulationism" basically means "absence of metagame-driven motives." You're not having the princess's execution scheduled for a time that will provide a fair challenge to the players sitting around the kitchen table, or for a time that will give the players sitting around the kitchen table a certain kind of emotional satisfaction associated with well-constructed narratives. You're scheduling it exclusively based on your judgment about what is logical and reasonable based on factors within the gameworld, like how eager the orcs are to have her dead vs. how much they enjoy gloating to her face. "What would really happen?"
Given that the orcs' temperament and all other related factors are traits interpreted and likely determined by the GM, I don't see what is added beyond plausibility. What's the starting point of simulation for the orcs? What is the GM simulating when he decides the orcs will kill the princess at sundown? The emotions of orcs? What's the method of determining these things?
Also, I don't know if "absence of metagame-driven motives" is all that feasible. Certainly all of this is happening because it's a game.
I'm not trying to dismiss simulation as a goal, or a mindset... I'm trying to understand what it involves. Because I think it has to be something beyond mere plausibility because that's present in non-simulation focused games.