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  1. M

    The Death of Simulation

    I want the same and my primary creative agenda is definitly nar. Many nar indie-games are also built according to that idea, Soap for instance. I never understood "Purist for system" that way, so I'll have to examine it again. From The Forge : Purist for System : A category of design which...
  2. M

    The Death of Simulation

    Take a look at theme's and fiction's definitions on Wikipedia.
  3. M

    The Death of Simulation

    Simulationist play is when Exploration (+- what many call "roleplaying") is the main focus. Of course Exploration is needed and welcome in Gamist and Narrativist play, because without Exploration, you don't even have an RPG! Civilization is a game that went from a very "sim" style to a more...
  4. M

    The Death of Simulation

    Not every RPG session transcript can be considered a story (lack of a theme). Gamist and Sim play can produce a story, but only in particuliar circumstances, including some luck on the dices, etc. With a narrativist play style, the transcript is "guaranteed" to be a story (maybe not always a...
  5. M

    The Death of Simulation

    Do we agree if I say : players should be earning the rewards for the actions they make through their characters ? I agree on that.
  6. M

    The Death of Simulation

    Yeah because I think this unification can't be done, but that's IMHO, IME. However that doesn't mean you couldn't build a game with the basic idea of your theory : "tell me how you fight and I'm gonna tell you who you are".
  7. M

    The Death of Simulation

    I'll tell you a big secret : characters doesn't exist, so you can't reward them, players do :)
  8. M

    The Death of Simulation

    The reward loop idea is simple : reward players when their actions are helping them reach the goal of the game and be sure that the reward will help them pursue that goal further. D&D : you get XP when overcoming challenges, with XP you get levels that make you able to overcome bigger...
  9. M

    The Death of Simulation

    Quest/Goal rewards and details about ranged weapons are irrelevant, the problem is still there. If you make decisions not according to the best strategy/guts decision available but according to the theme you want to develop, you are penalyzing yourself vs the challenge to overcome. Doing so...
  10. M

    About Death and Resurrection

    It was said that fighting a God would be the finale of a campaign, and a quest about finding the right artifacts and/or circumstances to do it, not the average encounter at level 30.
  11. M

    The Death of Simulation

    Even if I may begin to acknowledge some part of it, there is a fundamental issue here. The reward loop won't support narrativist play : XP is given for overcoming challenges regardless of the "theme choices". If the theme make you don't use ranged power because they are for cowards and you lose...
  12. M

    The Death of Simulation

    Of course, the goal was to make everyone around understand it :) The 2E paladin is a narrativist nigthmare IMHO.
  13. M

    The Death of Simulation

    Yeah, the answer was in the question :o
  14. M

    The Death of Simulation

    Would you say that character traits from Burning Wheel are narravisit-destroying ? I'd say no because their specific sanctioned (rewarded) usage. (When you invoke them in a way to put you in trouble, you are rewarded by a metagame ressource)
  15. M

    The Death of Simulation

    I'm not sure that the prep-time reduction of 4E vs 3.xE is enough to help this kind of play.
  16. M

    The Death of Simulation

    That's true for some kind of simulationist play ("Purist for System" is the forge name) that many here describe as "sandbox" play. However, when the DM write a story (module) and then "play it out" with the players, it's usually simulationist play. Same for any game that mainly attempt to...
  17. M

    The Death of Simulation

    For my part, I didn't say I dislike Fight! or Duel of Wits (because Artha plays a large role in them). The thing to remember is to use Fight! only in really important combat, i.e. the one that is the longest scene in the movie (Obi-Wan vs Anakin, etc.) In fact, my ideal RPG would probably be...
  18. M

    The Death of Simulation

    I agree with you apoptosis. However, don't forget that even if on the mechanical side, the gamist over sim seems to be clear, that doesn't mean that the game will be preseted with a clear gamist mindset. For instance, Bill Slavicsek said that the DM is not a opponent but a storyteller* when...
  19. M

    The Death of Simulation

    Of course, more popular = better. BTW, D&D doesn't help a narrativist agenda at all.
  20. M

    The Death of Simulation

    I could add that Riddle of Steel has a simulationist combat system under the hood, but the main system (spiritual attributes) is narravist. The players who fail to recognize it lose their characters in the firsts combats.
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