Autumnal
Bruce Baugh, Writer of Fortune
Yet I find that 'simulative' RPG play is Chock FULL of all of balanced encounters, stories, etc.
Chock. Chock full.
Sincerely, yrs in picaresque pedantry,
Bruce
Yet I find that 'simulative' RPG play is Chock FULL of all of balanced encounters, stories, etc.
Why thank you Bruce!Chock. Chock full.
Sincerely, yrs in picaresque pedantry,
Bruce
Right. In the context of authorship, the idea of something as fitting - given the previously established events in a story, given expectations about trope and genre, given beliefs about what the nature or purpose of human life is, etc - is not about extrapolation from a model.he feels he is discovering A STORY, not some sort of inevitable world come to life through the enactment of some sort of (never defined) laws!
<snip>
He is recounting the various places and events which the laws of dramatic storytelling inexorably drew out of him. This isn't a discovery about Middle Earth, its a discovery about HIMSELF! And perhaps a discovery or deep study of those laws of storytelling.
Under the heading "Baseline Simulationist practice", Edwards says:As for GNS sim, I've also seen, time and again, simulationists decry its very existence or the notion that the category means anything at all. I'd also note that Edwards' account of simulationism NEVER really touches on realism at all. It is simply founded on the idea that character is subservient to other considerations, which are approached in a mechanistic or rule/ruling based (but not necessarily gamist) fashion. However, significant elements of sim are pretty much always based on agreement, particularly in cases of things like simulation of a particular genre. At no point have I personally ever heard of Edwards or other 'Forgites' talking about models and using model/sim/reasoning as terms in anything like the way they are being used here and now.
This statement from Fritz Leiber strikes me as an interesting contrast to Tolkien's method of plotting out world details exhaustively in advance (e.g. the Silmarillion):
"It must always be remebered [sic] that I know no more of Nehwon than I have put into my stories. There are no secret volumes of history, geography, etc., written before the tales themselves were spun. I rely wholly on what Fafhrd and the Mouser have told me, testing them against each other, and sifting out exaggerations and lies when I must..." -Fritz Leiber, Dragon Magazine issue #1
(Emphasis in original.)
Apocalypse World doesn't use Fate-style aspects.Question to PBtA fans: do PBtA GMs have the social authority to add tags ad hoc in order to make things make more sense? If I have an enormous hammer that gets +1 vs. targets with the Immobile tag, and someone casts a Superglue spell on a log to give it the Sticky tag, and then a halfling sits on that log... is the GM authorized to say "that halfling is so weak that we're going to treat that Stuck tag as if it were also Immobile" so I get the bonus? Would that generate social pushback if it happened to a PC?
Without reading the rest of the downstream replies I have a thought here. On a different forum I interact with rather a lot of old school simulationist type RPG folks. I think that the stakes here are very much about the word simulationist, and thus from there simulation generally. The folks in question, and I love and respect all of them, have a pretty narrow and specific idea of what is being simulated and a very specific idea again from there, about what some version of the idea of 'immersion' means in light of that brand of simulation. To get somewhat granular, that brand of simulation doesn't, for example, involve metacurrency of any kind, nor does it involve abstractions when it comes to resources. Generally it tends to model the very old fashioned separation of church and state in terms of agency, where the player runs their character and the GM runs everything else, full stop. Full disclosure, I played like that, perhaps not exclusively, but regularly, for a very long time. I have fond memories of those games an the people I played with. However, I know more about different games now, I've played more games now, and perhaps most importantly for this discussion, I have a much better grasp of RPG design now that I used to.Right, so here is where I get off the bus, because it's hard not to see an implication that verisimilitude, setting consistency, plausibility and feeling like a real place are not important in my RPGing.
I think we're both agreed that Apocalypse World is not a simulationist RPG. But the following is from pp 96 and 108 of the AW rulebook (it is addressing the GM):
SAY THIS FIRST AND OFTENTo the players: your job is to play your characters as though they were real people, in whatever circumstances they find themselves — cool, competent, dangerous people, but real.My job as MC is to treat your characters as though they were real people too, and to act as though Apocalypse World were real.AGENDA• Make Apocalypse World seem real.• Make the players’ characters’ lives not boring.• Play to find out what happens.Everything you say, you should do it to accomplish these three, and no other.
This is why I have posted, multiple times, that the difference between simulationist RPGing and non-simulationist RPGing is not about verisimilitude or "realism" or believability. As soon as we get out of "dungeon-of-the-week" type RPGing, and into something more serious, everyone cares about these things. (Putting to one side deliberately surreal or absurdist approaches, like Over the Edge.) When I introduce setting details, as a GM, I keep in mind verisimilitude. Otherwise the game would be silly!
Description of a set of techniques - GM pre-authorship, GM extrapolation, GM introduction of fiction that does not speak to player-established PC concerns/dramatic needs - is here equated with "objectivity". That is what is contentious. Like @clearstream's talk of "warping".
What is not objective about (for instance) Megloss's house being struck by lightning when the attempt to bind an evil spirit fails?
You seem to be talking about methods of technique - how the fiction is established, how action declarations are resolved, etc - but doing so by imputing properties to the fiction itself - objective, verisimilitudinous - as if there is some tight correlation between the techniques and the properties. My point is that other techniques produce the same properties, so focusing on the properties sheds no real light on differences of technique.
Question to PBtA fans: do PBtA GMs have the social authority to add tags ad hoc in order to make things make more sense? If I have an enormous hammer that gets +1 vs. targets with the Immobile tag, and someone casts a Superglue spell on a log to give it the Sticky tag, and then a halfling sits on that log... is the GM authorized to say "that halfling is so weak that we're going to treat that Stuck tag as if it were also Immobile" so I get the bonus? Would that generate social pushback if it happened to a PC?
I guess my thought is that this pretty much describes AW. There are a tiny number of exceptions (Battlebabe's Visions of Death; Savvyhead's Bonefeel and maybe Oftener Right). On separation of church and state, AW says (p 109):Without reading the rest of the downstream replies I have a thought here. On a different forum I interact with rather a lot of old school simulationist type RPG folks. I think that the stakes here are very much about the word simulationist, and thus from there simulation generally. The folks in question, and I love and respect all of them, have a pretty narrow and specific idea of what is being simulated and a very specific idea again from there, about what some version of the idea of 'immersion' means in light of that brand of simulation. To get somewhat granular, that brand of simulation doesn't, for example, involve metacurrency of any kind, nor does it involve abstractions when it comes to resources. Generally it tends to model the very old fashioned separation of church and state in terms of agency, where the player runs their character and the GM runs everything else, full stop.