From examples like this, it feels like simulationist isn't a quality games either have or don't have.
Post 192, upthread - which was mostly in reply to you:
BW uses the trappings of classic simulationist RPGs for PC build. The PC sheet would warm the cockles of a RM player's heart! The Lifepaths are amazing. As a player, you can see the internal causal logic of the system manifesting in the process of building your PC. The contrast with PC build in (say) 4e D&D, or Agon, or even Prince Valiant, is striking.
<snip>
But actual play of BW is not simulationist at all! There is a superficial illusion of simulation in the rules for setting DCs, and for building a dice pool (if artha are ignored); but as soon as you get to the rules for narrating failures, and the rules for using or awarding artha, it becomes evident that these key drivers of play do not have any sort of goal of modelling in-fiction causal processes.
The Riddle of Steel is similar in many ways, which is why it's fitting, and not coincidence, that Norwood wrote the Foreword for more recent editions of BW.
Traveller PC build is, like BW's, highly simulationist - the lifepath process models the unfolding of the character's career. We get aging, and the notorious survival checks. (Yes, these also serve a risk-vs-reward function, but that doesn't stop them being part of the causal modelling, like RM's fumble rules.)
The combat is similarly simulationist, although light on the details of injury (swooning/lightly unconscious, in a coma, dead) and (like BW, interestingly) adopting armour-as-defence-buff as opposed to RM's and RQ's armour-as-damage-reduction.
But non-combat resolution is a mix. The patron encounter system can be understood and applied in a simulationist spirit, and so can the rules for writing computer programs. But the rules for chases (found in the Air/Raft skill entry, I think), for encounter avoidance, and for using vacc suits without incident - just to pick a few examples - are much closer to AW-style "moves" than to processes for modelling in-fiction causal processes. They set parameters around who can say what, but they don't tell us what has happened in the fiction. Someone has to make it up - usually the referee by default, though Traveller is pretty open to player input.
And from post 325:
There is an additional point to think about though too. When someone says this or that system is a simulation, I doubt they mean 100% of the game. There are all sorts of fuzzy, grey areas in between.
And in reply, post 329:
Right. I've given examples of this upthread: manoeuvring in a vacc suit, in Traveller, is not resolved in a simulationist fashion. Nor is using Streetwise to find a corrupt official. In Rolemaster, PC build is not simulationist in the way it is in BW or Traveller (lifepaths) or RQ (cultures and occupations).
In Burning Wheel, although PC build is simulationist, and setting obstacles for action resolution is, framing and narrating failure - which together drive the game - are not.
So the notion that "simulationism" is a property first-and-foremost of game procedures - PC build, action resolution, GM-side/setting-and-framing content introduction being the main three - seems to be an accepted premise in the thread.
I still can't help feeling there is something more to it. Some fundamental design intent that games might be differentiated on.
I think Ron Edwards did a reasonable job of identifying it
here, under the heading "Internal cause is king":
Consider Character, Setting, and Situation - and now consider what happens to them, over time. In Simulationist play, cause is the key, the imagined cosmos in action. The way these elements tie together, as well as how they're Colored, are intended to produce "genre" in the general sense of the term, especially since the meaning or point is supposed to emerge without extra attention. It's a tall order: the relationship is supposed to turn out a certain way or set of ways, since what goes on "ought" to go on, based on internal logic instead of intrusive agenda. Since real people decide when to roll, as well as any number of other contextual details, they can take this spec a certain distance. However, the right sort of meaning or point then is expected to emerge from System outcomes, in application.
Traveller is able to aim at this, despite its vacc suit and chase rules, because those don't sit at the core of the system. Or to flip it around: someone like me, who looks at the vacc suit rules as one of the strongest of the Traveller subsystems, is coming to the game looking for a less-than-fully-sim experience. (Which it can support, with some very minor changes to how the world map is generated.)
And
here, Edwards quotes a lengthy passage from Maelstrom Storytelling, about how to frame scenes in terms of thematic/dramatic intent, and that includes the following remarks:
If the players enjoy the challenge of figuring out how high and far someone can jump, they should be allowed the pleasure of doing so - as long as it doesn't interfere with the narrative flow and enjoyment of the game. . . .
Players who want to climb onto your coffee table and jump across your living room to prove that their character could jump over the chasm have probably missed the whole point of the story.
And Edwards then remarks, "I can think of no better text to explain the vast difference between playing the games
RuneQuest and
HeroQuest."
The ethos of simulationism is
internal cause is king - we resolve the jumping of the chasm by (i) knowing how wide the chasm is, (ii) knowing how far a person can jump, and then (iii) comparing (ii) to (i), perhaps with some randomisation if appropriate. The ethos of HeroQuest and Maelstrom is that we resolve the jumping of the chasm by (i) setting a difficulty that reflects the dramatic stakes of the story, then (ii) applying some resolution that reflects how much the character is committed to overcoming those stakes, and (iii) narrating appropriate colour - including, perhaps, widths of chasms and puissance of thews - that reflects the outcome generated by applying (ii) to (i).
Hit point loss in D&D is fundamentally a measure of
what has been staked rather than
what in-fiction causal processes have occurred.