Contemporary Simulationist TTRPGs [+]

"Simulationism" - in the sense that the players of a RPG should have no aspiration beyond experiencing the fiction, as some combination of mechanics and GM narration present it to them - seems to have become a predominant orientation in the early-to-mid 1980s, and to have continued, perhaps in fluctuating degrees, since then. Classic D&D was not this sort of game: the aspiration of a player of (say) Tomb of Horrors or Gygax's Castle Greyhawk is to beat the dungeon, and thereby earn treasure and thus experience points. The fiction is a means to an end, not an end in itself.
FWIW, I think a fair number of players approach APs in a similar way: i.e., "beating the adventure path."
 

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FWIW, I think a fair number of players approach APs in a similar way: i.e., "beating the adventure path."
Seems plausible! But there is also a strong normativity around "munchkin", "optimiser", "power gamer" etc. As if trying to make moves that the game permits, in order to succeed at the game, is some sort of departure from ideals. That normativity didn't exist in the early days of RPGing!
 

"Simulationism", in the sense that the mechanics of a RPG should yield the fiction with little need for anyone to decide/inject their own view, has always been a minority approach to RPGing I think. RQ, RM, GURPS etc exemplify this, but they have never been predominant. 3E D&D seems to be the closest that D&D got to this, but it has so many other mechanical elements (both inherited from earlier D&D as well as of its own invention, like multi-classing and feats and so on) that it isn't really a sim game in this sense.
I mean those three are pretty big name games. I'd also say that the prolifreration of very detailed equipment list back then as a sign that Simulationism was the norm in design.
 

If you're looking for simulation, then I would like to recommend "Architect of Worlds," a sciencetifically accurate world generation system. It may take four hours for a first timer to generate a planet using this system but it's a small price to pay to accurately simulate the creation of a planet!

 

If you're looking for simulation, then I would like to recommend "Architect of Worlds," a sciencetifically accurate world generation system. It may take four hours for a first timer to generate a planet using this system but it's a small price to pay to accurately simulate the creation of a planet!

Thats a very cool concept. Does it do anything to deal with the fact that most GMs will be interested in worlds with oxygen, but oxygen atmospheres are very hard to form?
 

Thats a very cool concept. Does it do anything to deal with the fact that most GMs will be interested in worlds with oxygen, but oxygen atmospheres are very hard to form?
Well the person who wrote it recommends using a bennie system to over ride some dice rolls so that you're more likely to generate a human friendly planet, but a true simulator will have no problem rolling dozens or hundreds of planets until a life supporting plamet is rolled up!
 

What is the definition of Contemporary? Many game systems mentioned so far in this thread are 20 to 50 years old? To me contemporary means 5 years old at most - current times relevant. A new contemporary system, not a reiteration of an old system (D&D 5e, Pathfinder 2e, BRP, Traveller, etc).

I struggle to find one that fits both those criteria. Is simulationism in RPGs dead? Broken Empires seems to have both but I have not played it.
 

What is the definition of Contemporary? Many game systems mentioned so far in this thread are 20 to 50 years old? To me contemporary means 5 years old at most - current times relevant. A new contemporary system, not a reiteration of an old system (D&D 5e, Pathfinder 2e, BRP, Traveller, etc).

I struggle to find one that fits both those criteria. Is simulationism in RPGs dead? Broken Empires seems to have both but I have not played it.
I tend to think of "contemporary" TTRPGs as being roughly within the past decade.
 

What is the definition of Contemporary? Many game systems mentioned so far in this thread are 20 to 50 years old? To me contemporary means 5 years old at most - current times relevant. A new contemporary system, not a reiteration of an old system (D&D 5e, Pathfinder 2e, BRP, Traveller, etc).

I struggle to find one that fits both those criteria. Is simulationism in RPGs dead? Broken Empires seems to have both but I have not played

You’re not wrong. Most of the systems mentioned are from another era and not contemporary.

Simulationism seems all but dead. I can’t think of any games that currently have any measure of significant success that can be described in good faith as sim.
 

I tend to think of "contemporary" TTRPGs as being roughly within the past decade.
For me, a decade would make it a Modern game (5e), not Contemporary (as in current times, in the now almost) and not an Old game (more than 10 years. 4e, 3e). TSR D&D is an Ancient game, in RPG parlance.

I know it hurts to think in those terms even if to us it doesn't seem like that far back.
 
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