clearstream
(He, Him)
On first reading I missed that your last (quite a good post) also lays out an argument supporting Eero Tuovinen's observations.Simulationist play relies upon procedures of play, and techniques deployed by participants, that generate outcomes by reference to internal cause. Those internal causes might be understood to be the movement of physical objects through small regions of space - these are the "kinetic" causes that are represented in the combat systems of RPGs like RM or RQ; or might be understood to be thematically-laden considerations like Dragonlance's "three laws" or D&D's alignment framework; or might be understood to be some set of social and political process the GM has worked out ahead of time, which perhaps would reveal theme when all laid out, as is common in many "event"-based modules.
However the internal causes are understood, the procedures and techniques of play that are adopted will ensure that outcomes are generated by reference to them.
Put without adornment, "internal causes are king" is on the side of methods, i.e. that "outcomes are generated by reference to them." Simulationism is not done for the sake of making internal causes king.
The purposes or agenda of simulationism is (or is in the neighbourhood of) Tuovinen's proposed
I put more weight on "appreciation" than "understanding" in that sentence, taking the former to have emotive or immersive qualities, and because I feel that "the sort of scholarly understanding of Exploration" (as one poster put it) implied by "understanding", is not every simulationist's cup of tea. A respondent to Tuovinen characterised "the "less overt nature of Sim satisfaction" as "In the case of Subjective Experience/Immersion it’s largely internal". Tuovinen identifies its two facets: the internal experience (how I feel when I am doing simulationism well) and the internal change (the realisations that I will keep with me.)"to experience a subject matter in a way that results in elevated appreciation and understanding".
Tuovinen is finally addressing purposes, not methods. Edwards produced a useful analysis of simulationism from the perspective of a person who had no empathy with it: in a sort of - naming your enemy - project. Notwithstanding, simulationism and narrativism are found to be not necessarily in conflict. When I play Bushido and experience how I feel when a higher-ranked character forces me to do something dishonourable (both the forcing and the dishonour are covered by mechanics) well, isn't that readily related to dramatic themes? Another example of what you called attention to (Dwarven Greed, Elven Grief, Samurai Honour). RuneQuest contains an abundance of similarly dramatic themes embodied in world, world-laws, and rules. (RQ literally has heroquests!)
A potential source of conflicts that deserves further examination, may be those cases where a group is forced to choose between a player's authorship in accord with dramatic themes that matter to them, and internal causes that matter to the world. I think that simulationism can't give up prioritising the latter.
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