clearstream
(He, Him)
I can use the mechanics to prove you wrong. We all witnessed turns and attack rolls (mechanics) for the ants biting, associated with the Bite action on the creature stat block. We saw that the rolls had a given likelihood to hit, and where they hit we saw that they did piercing damage (mechanics). We all saw that the accumulation of piercing damage mechanically associated with the bites of the ants caused M's death.No, it really isn't. In many systems, the system will tell you directly what happens. You can certainly claim that the character was killed by bites, but, that's entirely on you, not the system. The system didn't tell you that. All the system told you was that the character lost enough HP to die. Since HP don't actually mean anything and don't map onto any specific result, any result is acceptable.
You ask "How much of our narrative do we need prescribed for us by written game rules?" In a simulation system, the answer is ANY. You need at least a tiny, tiny sliver of an answer if you're going to claim that the system is a simulation. If the system cannot give you any answers (or, in the case of D&D, any answer you care to narrate is acceptable) then it's not a simulation.
IOW, I say that your character M died of embarrassment. Use the mechanics to prove me wrong. You can't. And that's the point.
As I show above, I can definitively answer the question that the cause of M's death mechanically was the biting ants. Other mechanics were at play also, such as the ants' ability to reach M by closing with M and so on. The cause was robustly attributable, because in the absence of the cause (biting ants, via the combat mechanics) M would not have been dead.Which doesn't mean that you must have narrative follow mechanics. Obviously you don't need that. You DO need that for a simulation though. If you want to definitively answer what happened, then you need some form of simulation. If you cannot definitively answer any questions, then it's not a simulation.
I like your idea that if we can attribute the cause of something via the mechanics, then the game is a simulation. You haven't yet shown how 5e is separated from the other games on that basis however.Take a system I do know better - Battletech. In BTech, you roll your attack, then you roll your location for damage. Then there are a number of potential follow up effects depending on the damage done. I can definitively say that your Mech fell down because that PPC blew off it's hip actuator. That's a (very simple and not terribly accurate) good example of a simulationist system.
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