I think this provides some clarity to me.
In an earlier post, I mentioned being perplexed by some of the pushback I received. I had assumed my position was nearly universal. But this post helped me realize a flaw in that thinking.
I view TTRPGs as games first, and I interact with them accordingly.
What I now see more clearly is that a subset of players—how large doesn’t really matter—prioritize something else. For them, verisimilitude matters more than the “game” part of the game. It’s not about constructing a streamlined or engaging gameplay experience; it’s about preserving a strict internal logic for the world, even if that means accepting, what I would think of as, slow, inconsequential, or repetitive outcomes.
That reframes my earlier assumption that “failure should always have consequences” as a universal principle. That principle only holds if one shares my view of the hobby as a game first. If someone is instead focused on realism or believability, then of course they’re comfortable with failure that changes nothing. For them, that is the key to making the game fun.
What’s fascinating is that this isn’t a narrative vs. traditional divide, like much of this thread. It’s about whether you prioritize the game experience in a vacuum or the fictional logic of the world. In the latter case there is, obviously, a different priority.
This gives me a view of the hobby that maybe I was blind to prior to this. Having seen the term "simulationist" in posts by the wonderful @Micah Sweet but never really grasping it's full meaning.
Back to my cave so I can reflect on this.
I think this is why D&D still "feels" kind of the same to me even after multiple editions (with the exception of 4e). Because I was always thinking of my PC as a character in a book. I wanted to be Fafhrd or the Gray Mouser, Aragorn or Gimli. I've always enjoyed board games as well, but this was different. It also ties into the whole living world idea and other things we've been talking about.
It's also part of why narrative games don't really appeal to me. Part of it is that I don't really want to play a game where the purpose of the game is to "discover my character" every time. But primarily it's these ideas of "a player did X so the GM responds with Y". I want things to sometimes happen just because they should happen even if the character did nothing. Other times the character does something and nothing at all really happens. In very rare occasions if the game gets too bogged down I'll just tell the players to move things along but for the most part the pacing just kind of takes care of itself.
I'm not sure I'd say the simulation is the priority per se because it's not like we can really measure these kind of things but putting myself into an imaginary world where we use rules to implement our character's actions is important.