Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
4e and reality
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="pemerton" data-source="post: 5306348" data-attributes="member: 42582"><p>When I say "simulationism" I mean what Ron Edwards calls "purist for system" simulationism. Paradigms are Rolemaster, Runequest and Classic Traveller. The idea is that the game mechanics are a model of the causal processes of the gameworld. This is the logic that gives us the 3E grapple rules. It is also the logic that can't cope with powers like "Come and Get It".</p><p></p><p>When I say "playability" I mean reasonably low search-and-handling time. A notorious difficulty with purist-for-system simulation is that it increases search-and-handling time ("rules bloat", "Chartmaster" and similar pejoratives are often used).</p><p></p><p>My personal view is that 4e is a gamist/narrativist hybrid (not the first - Ron Edwards points to Marvel Super Heroes and Tunnels and Trolls as early examples of the genre). It therefore has some lurking incoherence - for example, the idea of treasure as a reward for overcoming encounters is gamist, but the idea of guaranteed treasure based on wish lists as a de facto component of the character build mechanics is more narrativist. My suspicion is that each table drifts to one or the other approaches in actual play.</p><p></p><p>An example of a lurking incoherence that is perhaps less easily drifted in either direction is skill challenges. Approached in a more-or-less narrativist fashion, my experience is they work well (I draw on the Hero Wars/Quest, Maelstrom Storytelling, Burning Wheel and Dying Earth rulebooks to help me design and adjudicate them). From what people post on these forums, they work less well for gamists, as there is often not enough constraint on skill selection to pose a genuine challenge for the players (this is often parodied as "you just use your best skill").</p><p></p><p></p><p>My own feeling is that this sort of response to the game is a result of approaching it with (purist for system) simulationist priorities. From the narrativist point of view, the case-by-case descriptions are a strength - they let the players take control of a fairly abstract toolset and tell the stories with their PCs that they want to tell. And from the gamist point of view, as you go on to say in your post, this isn't an issue that undermines the practicalities of play.</p><p></p><p>I want to add that the above paragraph is not a criticism at all, just an attempt at diagnosis. If I had simulationist priorities - that is, if I wanted the play of the game to directly and without need for active effort on my part to lead me into an exploration and imaginary experience of the gameworld - then I wouldn't play 4e. Because, as you say, the need for the players to be active in their descriptions undermines this possibility.</p><p></p><p>But I don't agree that this devalues the story. There are other, non-simulationist ways of valuing story -for example, by actively creating it (rather than discovering it simply by applying the rules). And this is what the 4e mechanics tend to facilitate.</p></blockquote><p></p>
[QUOTE="pemerton, post: 5306348, member: 42582"] When I say "simulationism" I mean what Ron Edwards calls "purist for system" simulationism. Paradigms are Rolemaster, Runequest and Classic Traveller. The idea is that the game mechanics are a model of the causal processes of the gameworld. This is the logic that gives us the 3E grapple rules. It is also the logic that can't cope with powers like "Come and Get It". When I say "playability" I mean reasonably low search-and-handling time. A notorious difficulty with purist-for-system simulation is that it increases search-and-handling time ("rules bloat", "Chartmaster" and similar pejoratives are often used). My personal view is that 4e is a gamist/narrativist hybrid (not the first - Ron Edwards points to Marvel Super Heroes and Tunnels and Trolls as early examples of the genre). It therefore has some lurking incoherence - for example, the idea of treasure as a reward for overcoming encounters is gamist, but the idea of guaranteed treasure based on wish lists as a de facto component of the character build mechanics is more narrativist. My suspicion is that each table drifts to one or the other approaches in actual play. An example of a lurking incoherence that is perhaps less easily drifted in either direction is skill challenges. Approached in a more-or-less narrativist fashion, my experience is they work well (I draw on the Hero Wars/Quest, Maelstrom Storytelling, Burning Wheel and Dying Earth rulebooks to help me design and adjudicate them). From what people post on these forums, they work less well for gamists, as there is often not enough constraint on skill selection to pose a genuine challenge for the players (this is often parodied as "you just use your best skill"). My own feeling is that this sort of response to the game is a result of approaching it with (purist for system) simulationist priorities. From the narrativist point of view, the case-by-case descriptions are a strength - they let the players take control of a fairly abstract toolset and tell the stories with their PCs that they want to tell. And from the gamist point of view, as you go on to say in your post, this isn't an issue that undermines the practicalities of play. I want to add that the above paragraph is not a criticism at all, just an attempt at diagnosis. If I had simulationist priorities - that is, if I wanted the play of the game to directly and without need for active effort on my part to lead me into an exploration and imaginary experience of the gameworld - then I wouldn't play 4e. Because, as you say, the need for the players to be active in their descriptions undermines this possibility. But I don't agree that this devalues the story. There are other, non-simulationist ways of valuing story -for example, by actively creating it (rather than discovering it simply by applying the rules). And this is what the 4e mechanics tend to facilitate. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
4e and reality
Top