D&D 5E A case where the 'can try everything' dogma could be a problem

Over time and across multiple DM decisions/resolutions, it will become very evident to anyone paying attention what kind of game it is. And to players who strongly prefer one style of play to another, that distinction will be very important.

Yeah, I don't think play style is the type of thing the GM should try and secretly spring on the players in-game. It should be part of the discussion of the game before it begins so everyone understands expectations and can have input.
 

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In some cases, the entire group may quit the game, because it's too much effort to reconcile what the rules are saying with any sort of simulationist principles. Not every game out there will work for every group of players.
There are very extreme 'games' out there, that are so wholly simulations or so wholly collective storytelling exercises that they are hardly games at all, and certainly couldn't be used for the contrary agenda. I think they're exceptions, though. Any RPG that lays legitimate claim to all 3 letters can be used for any Forge agenda pretty easily. Using D&D (any ed, really) as a story-leaning or process-leaning /game/, is not so hard that a reasonable gamer need give up on it, entirely. Using it as a simulator gives you some pretty whacked results (which, non-the-less, some simulationists have gotten used to), but using it to 'tell stories' is only slightly inhibited by d20 resolution quirks and lack of genre fidelity.

While individual players and groups may have their own preferences, some rule sets do not lend themselves to easily supporting preferred play-styles.
Meh. Any decent RPG, by virtue of being flexible enough to handle the range of things players might do, is flexible enough to be used with any creative agenda. It's histrionic, IMHO, to say that one 'can't' be used in a given style, and when people start insisting that one "doesn't support" a style, it seems to me, more often that they're complaining it doesn't /force/ that style on everyone. The differences between games that promote one agenda or another is mostly in what they preach, not how they work. Storyteller, for instance, was very evangelically 'narrativist' (before that jargon was even coined), but, weak though they might have been, still had useable resolution systems and could be played as a game, or even thought of as 'simulating' a (superficially familiar, but very strange) imagined world.

If you've read (or played) Savage Worlds, many of the rules are designed to encourage interesting outcomes rather than realistic ones, even within the context of a fantasy world.
I have played it once or twice, and I didn't notice that, specifically. If I had, I might have found it less disappointing. Any game whose designers are smart enough not to try to implement an oxymoron like "realism in a fantasy world," should be given a fair chance.

The presence of non-character player resources is a good example of a game mechanic which doesn't lend itself to support of a simulationist playstyle.
This is a point where it seems, to me, that the simulationist agenda gets a little schizophrenic. On the one hand, the idea is a simulation. Anyone running a simulation is acutely aware that they are not doing the real thing - often for very practical reasons. Yet 'simulationism' is sometimes taken as including some sort of immersive element, which strikes me as being less about simulation, and more about character-identification, a quality of a good story. A non-character player resource - any sort of player-managed 'luck' resource for instance, but, really, almost any managed resource that isn't as concrete as how many arrows you have left in your quiver - doesn't hurt simulation in the least, the resulting action can still perfectly simulate the characters, setting, & situations in question, rather, some folks claims it hurts their sense of 'immersion' (more than playing a game as profoundly abstract as a TTRPG must already do). That's struck me as nonsensical since the first time I heard it, and repetition really hasn't made it sound any better.

Presentation matters, too. It may be easier to accept a break from simulationist principles where doing so is necessary to keep the game playable. That's pretty much the underlying principle of GURPS, which is a strong contender for the most-sim-focused game on the market; for the game to be playable at all, it must be simpler than the reality it's trying to model.
Presentation matters to ease of understanding and to personal/emotional reactions, and yeah, the latter can influence personal preference, while the former is a meaningful practical consideration.

Narrative concessions might be harder to accept, when presented as such. Again, going back to Savage Worlds, it may be harder for a heavy sim-focused player to accept that anything should happen because it's dramatic.
That just makes "heavy sim-focused player" sound like a baroque way of saying 'jerk.'


You might be surprised. They aren't called indie games any more for a reason.
"Indie Games" doesn't seem to have left the gamer lexicon. But, yes, Saelorn is extremely quick to assume that what he believes to be true about D&D is what most gamers believe to be true of most games. and the way RPGs /should/ be, to boot.

There may be styles of games today that you might not want to play (I know that's certainly true for me), but that doesn't make them any less valid. Nor do I understand the point of even trying to argue such.
Indeed.


I don't really want to get caught up in this, and my comment is really just a clarification because you may very well agree. For almost all of the examples used in this thread, the DM resolving it one way rather than another may not be noticeable in a single case. Even in a hard-core simulationist, exploration-focused game, a DM can pull off "Yes, there's a box" or even "Yes, but..." or "Yes, and..." on-the-fly narrativist resolutions from time to time without pinging most players' radars. In many cases, for a single instance, or even scattered instances, there's no way to tell the difference.

But if the DM makes these kinds of determinations with any regularity, it will be noticeable and will affect the game experience.
IT might be. But, by the same token, you could have an as-honestly-sim-as-you-like DM, betrayed by a series of coincidences come out /looking/ like he's pulling such tricks ("truth" often being stranger than fiction).

Either way, the critical thing is not what the DM is doing nor what the qualities of the system are, but the perceptions of the players, and how willing they are to moderate their reactions to some sort of perceived deviance from their personal ideals.

When you're playing in a simulationist, exploration-focused game, you know it. The difference is tangible. You become accustomed to answers such as "No, there are no crates or boxes in the alley. Timber is quite rare in this region and the winters are very cold, so anything like that left lying around would be broken up and used for firewood."
You'd certainly get used to answers like that at my table. Notwithstanding the fact that I'm makin' up as a I go.

Over time and across multiple DM decisions/resolutions, it will become very evident to anyone paying attention what kind of game it is. And to players who strongly prefer one style of play to another, that distinction will be very important.
Again, makin' them sound like jerks.

This is one reason I think the original Threefold formulation was more useful than what was done with it subsequently. Game, Simulation, and Drama were explicitly used to describe the priorities and processes for making decisions and adjudicating resolutions in a game.
That I'll agree with. The earlier articulations seemed more about style and how you played a game, rather than about agendas and why you condemned a given system.
 
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Anyone running a simulation is acutely aware that they are not doing the real thing - often for very practical reasons. Yet 'simulationism' is sometimes taken as including some sort of immersive element, which strikes me as being less about simulation, and more about character-identification, a quality of a good story. A non-character player resource - any sort of player-managed 'luck' resource for instance, but, really, almost any managed resource that isn't as concrete as how many arrows you have left in your quiver - doesn't hurt simulation in the least, the resulting action can still perfectly simulate the characters, setting, & situations in question, rather, some folks claims it hurts their sense of 'immersion' (more than playing a game as profoundly abstract as a TTRPG must already do). That's struck me as nonsensical since the first time I heard it, and repetition really hasn't made it sound any better.

Again, in the Threefold formulation, it's just a matter of one's priorities in how decisions are made in the game -- in this case, player decisions. A simulationist will typically want to make in-game decisions in-character, just as a simulationist DM prefers to make in-game decisions based on characteristics of the world. OOC player resources force the player to make in-game decisions, well, out-of-character. "Is my character going to be lucky or heroic right now, or should I wait on that?" This seems entirely straightforward.
 

IT might be. But, by the same token, you could have an as-honestly-sim-as-you-like DM, betrayed by a series of coincidences come out /looking/ like he's pulling such tricks ("truth" often being stranger than fiction).

Not in my experience. Again, in any particular instance? Sure. But in an honestly-sim-as-you-like game, such coincidences will be rare, and the game experience over time will therefore be noticeably different.

Either way, the critical thing is not what the DM is doing nor what the qualities of the system are, but the perceptions of the players, and how willing they are to moderate their reactions to some sort of perceived deviance from their personal ideals.

Well, no, I think the critical thing is what our priorities are for how decisions and resolutions are accomplished in the game. If we're on the same page about that, then perceptions and actual game-play are aligned and everyone's happy.

You'd certainly get used to answers like that at my table. Notwithstanding the fact that I'm makin' up as a I go.

Again, it's not a question of timing in my opinion. DMs who prioritize simulationism in their decision-making have to make up :):):):) all the time. They're just making up :):):):) based on characteristics of the world, to the best of their ability, and not based upon other considerations.

Again, makin' them sound like jerks.

Making who sound like jerks, exactly? I wrote: "Over time and across multiple DM decisions/resolutions, it will become very evident to anyone paying attention what kind of game it is. And to players who strongly prefer one style of play to another, that distinction will be very important." This is equally true for strongly simulationist and strongly narrativist players. Who are the jerks?

That I'll agree with. The earlier articulations seemed more about style and how you played a game, rather than about agendas and why you condemned a given system.

Yeah, I don't think it's a very useful way to describe systems or players. But I do think it's useful to describe how players (including the DM) agree to make decisions in a game.
 

Just like anything one is going to be spending a significant amount of time and/or money on, one should most certainly do their homework researching such things. That's just being a smart consumer.
I am a particular fan of the less popular games, where great amounts of data may not be available. If I've never heard of a game before, but it's $20 on Amazon, then much of my decision is going to ride on the summary.

I didn't advocate against such distinctions, just that one form isn't subjectively superior to another. It's a matter of taste.
Of course, just because I enjoy one thing, I don't mean to imply that the other is inherently inferior. It's just different, and those differences are important.

It's a lot like the difference between American Football and International Football. They have far more in common than they have distinct from each other, but the differences are significant enough that any given sports fan is likely to have a strong preference for one, and may not care at all about the other.
 

There are very extreme 'games' out there, that are so wholly simulations or so wholly collective storytelling exercises that they are hardly games at all, and certainly couldn't be used for the contrary agenda. I think they're exceptions, though. Any RPG that lays legitimate claim to all 3 letters can be used for any Forge agenda pretty easily.
I don't agree with this.

Runequest doesn't lend itself very well to gamist play - it doesn't have the "luck" buffer of D&D (hit points) or Tunnels & Trolls, and doesn't have the world conceits (dungeon levels with layer-cakes of difficulty) that support Gygaxian "skilled play". I think it has limitations for narrativist play, also, because of how austere it is from the point of view of player decision-making: so much comes down to d% rolls.

HeroWars/Quest doesn't lend itself very well to gamist play - it's so transparent there's no place for the application of skill - and certainly can't be used for process sim play.

At the moment I'm GMing a Burning Wheel campaign as well as a 4e one. I don't think BW is very suitable for sim play - it has process sim elements to its mechanics, but it relies upon the GM applying non-sim techniques in adjudicating failure, and also has the approach to knowledge and perception skills that has been discussed in this thread. I think there could be gamist BW play, although that might require ignoring certain aspects of the system.

I don't think AD&D lends itself well to narrativist play unless it is (i) stripped of some of the Gygaxian baggage (wandering monsters, dungeons, encumbrance etc) and amplified with elements that embed the PCs in the gameworld by way of player choices (eg some of the features of Oriental Adventures that I mentioned upthread).

None of the above is an "extreme" game. HW/Q is probably the least "traditional" in its mechanics, and it's easily recognisable as an RPG. It's certainly not a "collective storytelling exercise".

A simulationist will typically want to make in-game decisions in-character, just as a simulationist DM prefers to make in-game decisions based on characteristics of the world. OOC player resources force the player to make in-game decisions, well, out-of-character. "Is my character going to be lucky or heroic right now, or should I wait on that?" This seems entirely straightforward.
At least in my experience, a player's decision on whether or not to spend metagame resources (eg fate points in BW, use a daily power in 4e, etc) is generally driven by in-character decision-making ("What do I want here?" or "What do I need here?"). It's analogous to the character trying harder because s/he cares more. That's not a departure from the in-character perspective.

Many sim-oriented games lack any mechanism for trying. The amount of effort the PCs puts in is determined simply by the roll of the dice. That is the sort of thing I have in mind in saying that I don't think RQ is well-suited to narrativist play. I think narrativist play requires the player to be able to commit his/her PC, and for the mechanics to reflect that degree of commitment.
 

At least in my experience, a player's decision on whether or not to spend metagame resources (eg fate points in BW, use a daily power in 4e, etc) is generally driven by in-character decision-making ("What do I want here?" or "What do I need here?"). It's analogous to the character trying harder because s/he cares more. That's not a departure from the in-character perspective.

Many sim-oriented games lack any mechanism for trying. The amount of effort the PCs puts in is determined simply by the roll of the dice. That is the sort of thing I have in mind in saying that I don't think RQ is well-suited to narrativist play. I think narrativist play requires the player to be able to commit his/her PC, and for the mechanics to reflect that degree of commitment.

I think a mechanic like inspiration works decently for this, but most treatments of "luck points" or "hero points" or "dailies" really don't, especially if the resource is (a) expendable (and therefore must be managed like other resources), and (b) can be applied retroactively ("Oh, my character failed...but no! I'll expend this hero point so I actually succeeded!"). A decision not to use the resource might be problematic in-character, unless one could approach it like my nine-year-old when she fails at something ("I wasn't really trying anyway"). Best would probably be an inexhaustible "push" or "raise" mechanic that grants an advantage in return for raising the stakes.

It's also perfectly acceptable from a sim perspective if the character sheet simply represents that character's typical performance, with modifiers applied when it's important to measure better or worse performance. For most sim players, it's probably not a priority for the game rules to tell them when or how often their characters can really try.
 

Runequest doesn't lend itself very well to gamist play - it doesn't have the "luck" buffer of D&D (hit points) or Tunnels & Trolls, and doesn't have the world conceits (dungeon levels with layer-cakes of difficulty) that support Gygaxian "skilled play". I think it has limitations for narrativist play, also, because of how austere it is from the point of view of player decision-making: so much comes down to d% rolls.
Maybe by the precise, seeming-intentionally divisive definitions the Forge hammered out. But, RQ succeeds at being a playable game just fine. You can use it's resolution systems to play through challenging, interesting scenarios, be they on the scale of single skirmish, or a broad campaign, or solving a mystery, or whatever. BRP is a fairly straightforward moderately flexible system that way, and it 'balances' by the simple expedient of leaving all choices open to all players (not balanced at all, really, but at least fair, which is sufficient for a playable game). That's 'gamist' enough for me.

By the same token, you can run RQ as a simulation, in which everyone is quite consciously aware of POW and how much of it their sacrificing to their gods for rune magic and that they only need to participate in a battle until they've hit once to have a chance to get better with that weapon and whatnot - which is no sillier than treating any other RPG as a simulation, even the most 'simulationist' of 'em. And, you can absolutely use it to build a story in some troupe-style mode, you're just not pushed to do so to avoid dealing with bad mechanics.

I don't think AD&D lends itself well to narrativist play unless it is (i) stripped of some of the Gygaxian baggage (wandering monsters, dungeons, encumbrance etc) and amplified with elements that embed the PCs in the gameworld by way of player choices (eg some of the features of Oriental Adventures that I mentioned upthread).
Aside from encumbrance, those are just stylistic choices. The DM can stock dungeons or not, create wondering monster tables for an area or not, give players a chance to integrate their characters into the world and craft a story around that or not. The system doesn't need to force that or block other styles - and, in the vast majority of RPGs, doesn't.

None of the above is an "extreme" game. HW/Q is probably the least "traditional" in its mechanics
Apart from that one, with which I am unfamiliar, none of the above force or block a particular style or 'creative agenda,' either. When you say that RQ isn't suitable for narrativist play, what you're really saying is that it doesn't force that style, nor block gamist or simulationist play. It's actually perfectly suitable for all three, like any decent RPG (and, RQ, for it's time, was better than merely decent).

There are extreme examples of 'games' that map to the extreme commitment to an agenda that it'd take to find a typical RPG 'unsuitable,' and I wish the folks who were that adamant about it would limit themselves to such games, rather than unduly criticizing perfectly good games that are open to all agendas by virtue of being basically functional RPGs.

At least in my experience, a player's decision on whether or not to spend metagame resources (eg fate points in BW, use a daily power in 4e, etc) is generally driven by in-character decision-making ("What do I want here?" or "What do I need here?"). It's analogous to the character trying harder because s/he cares more. That's not a departure from the in-character perspective.
That's certainly one way of looking at it, and one reason such mechanics needn't be perceived as blocking a reasonable take on the sim agenda.

Many sim-oriented games lack any mechanism for trying. The amount of effort the PCs puts in is determined simply by the roll of the dice. That is the sort of thing I have in mind in saying that I don't think RQ is well-suited to narrativist play. I think narrativist play requires the player to be able to commit his/her PC, and for the mechanics to reflect that degree of commitment.
You could certainly 'try harder' in a game like RQ, you'd just be bucking for a situational modifier, rather than tapping an explicit resource. The former is more convenient and certain, but that doesn't mean the lack of it stops you.
 

Again, in the Threefold formulation, it's just a matter of one's priorities in how decisions are made in the game -- in this case, player decisions. A simulationist will typically want to make in-game decisions in-character, just as a simulationist DM prefers to make in-game decisions based on characteristics of the world. OOC player resources force the player to make in-game decisions, well, out-of-character.
I'm not so sure the simulationist would want to make decisions in-character. He'd want to make decisions that would accurately represent the character. If his personality isn't similar enough to the characters, it would be inaccurate to get all 'immersed' and make a decision as if he were the character, and make the simulation better if he were to step back and analyze the character and make the decision from 'outside.' Similarly, a resource not under the character's control, but affecting the character's ability, chance of success, or fate or whatever could be used to make the portrayal of the character more accurate - a better simulation.

Not in my experience. Again, in any particular instance? Sure. But in an honestly-sim-as-you-like game, such coincidences will be rare, and the game experience over time will therefore be noticeably different.
If you consider the universe of all such games on average, sure. Any given such game deviating from that average is a possibility, though.

Well, no, I think the critical thing is what our priorities are for how decisions and resolutions are accomplished in the game. If we're on the same page about that, then perceptions and actual game-play are aligned and everyone's happy.
That seems unduly limiting, to me. It's one thing to play the game how you like, another to insist that everyone at the table conform to your preference.

Again, it's not a question of timing in my opinion. DMs who prioritize simulationism in their decision-making have to make up :):):):) all the time. They're just making up :):):):) based on characteristics of the world, to the best of their ability, and not based upon other considerations.
Unassailable tautology as that may be, it misses the point. A DM who prioritizes simulation may tend to present a world that seems real and makes sense to the players. He may also, because he's decided on qualities of the world that the players aren't aware of, present a world that seems arbitrary and driven by 'other considerations.' It's all a matter of appearances and perceptions.



Making who sound like jerks, exactly?
The so-called "simulationist." Though it'd apply equally to a similarly painted 'narrativist.' The idea that players with different stylistic preferences shouldn't be able to get along makes them sound like jerks.

Yeah, I don't think it's a very useful way to describe systems or players. But I do think it's useful to describe how players (including the DM) agree to make decisions in a game.
I think it's a little unreasonable to dictate how decisions are made. Players should be free to make decisions, including free to decide how they make them.
 
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