clearstream
(He, Him)
That's well stated. I suspect that when it comes to TTRPG game mechanics, whatever "simulation" they are doing is seldom validated to ensure results fit with real-world observations. That sometimes seems to be almost beside the point, based on the game mechanics folk concerned with process-simulation seems satisfied can meet its standards. That's setting aside cases where there can be no real-world observations... which are probably rarer than one might expect due to the prevalence of type-III facts. In any event, TTRPG mechanics are more often validated to ensure results fit with the intended played-experience.I harp on this specifically because it so clearly illustrates the fundamental disconnect between the way (process) "simulation" is talked about, and the way it's actually done in practice. Folks, here and elsewhere, talk about it as though its target were to resemble objective, observable truths and verifiable logic as much as humanly possible. This is false. It would be lovely if it were true, but it isn't. What people actually want is the feeling that it resembles objective, observable truths and verifiable logic. The unkind way of phrasing that is "truthiness"; my preferred way is "groundedness".
Something can be objectively disconnected from how reality works--genuinely in defiance of known, albeit obscure, data--but still feel "realistic" or "verisimilitudinous" because it matches our intuitions and allows us to apply intuitive, naturalistic reasoning to such situations in a (in-the-fiction) consistent way. That's because it feels grounded, even if we later learn that it isn't actually how things work. Groundedness is influenced by IRL truth, but not determined by it. It's mostly a function of intuition and received wisdom.
Wargaming mechanics are an exception, in that they are often validated to ensure results fit with historical data. WRG and DBM rules being examples. Designers like James F Dunnigan were both wargames designers and military analysts. I don't know whether or not the RM or RQ rules were explicitly validated that way. The rules on chariots and phalanx formations in RQ seem likely to have been at least strongly informed by historical research. But then who is to say that the distribution of the Battle skill roll made to move a phalanx forward with a rate of 2 looks anything like the distribution of real phalanx leaders in successfully advancing their phalanxes at double-time!
For some, these sort of expectations about reenactment table top wargaming mechanics have carried forward into TTRPG. I could get behind an advocate of process-simulation who was making those sorts of arguments. Few game mechanics meet that standard, however.