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D&D isn't a simulation game, so what is???
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<blockquote data-quote="Hussar" data-source="post: 8619131" data-attributes="member: 22779"><p>Ahh, sorry, bit of confusion there. You most certainly can and do narrate effects in D&D as they happen. We all do it. But, we also mostly ignore fact that the narrations we make would make zero actual sense because they are so often contradicted a very short time later. But, in the process of play, we all have pretty much zero short term memory and no one remembers what you narrated two rounds ago, let alone in a previous combat. Yes, yes, I know you remember that one fight in clear detail, but, I'm more than willing to bet that if someone were to run a session with, say, four combats in it, then question the players at the end of the session about the details narrated during the combat, you'd get a pretty broad range of answers and most of them would be wrong.</p><p></p><p>Because it's all so fuzzy and wibbly wobbly, we just don't worry about it that much. Which is why we talk about making these coherent narratives out of D&D. It's not that the narratives are actually coherent, it's just that we all spackle over the inconsistencies and forget most of it immediately afterward anyway.</p><p></p><p>Which is where a sim system steps in. In a sim system, the system is guiding you towards making coherent narratives that can't be immediately contradicted. Because we actually have some idea of what happened and what didn't happen, we can more reliably narrate events. Imagine two systems where we do zero flavor narration, only the game terms.</p><p></p><p>D&D- hit 5 damage, hit 10 damage, miss, hit 5 damage, miss, miss, hit 10 damage target dies.</p><p>Sim system - Possible hit averted by parry. Hit 5 damage. Miss because of dodge. Hit 5 damage. Hit but damage Soaked no damage. Hit 5 damage. Target dies.</p><p></p><p>In the sim system, you actually have something, very, very bare bones, but something of a narrative there. In D&D, there's nothing until the target dies.</p></blockquote><p></p>
[QUOTE="Hussar, post: 8619131, member: 22779"] Ahh, sorry, bit of confusion there. You most certainly can and do narrate effects in D&D as they happen. We all do it. But, we also mostly ignore fact that the narrations we make would make zero actual sense because they are so often contradicted a very short time later. But, in the process of play, we all have pretty much zero short term memory and no one remembers what you narrated two rounds ago, let alone in a previous combat. Yes, yes, I know you remember that one fight in clear detail, but, I'm more than willing to bet that if someone were to run a session with, say, four combats in it, then question the players at the end of the session about the details narrated during the combat, you'd get a pretty broad range of answers and most of them would be wrong. Because it's all so fuzzy and wibbly wobbly, we just don't worry about it that much. Which is why we talk about making these coherent narratives out of D&D. It's not that the narratives are actually coherent, it's just that we all spackle over the inconsistencies and forget most of it immediately afterward anyway. Which is where a sim system steps in. In a sim system, the system is guiding you towards making coherent narratives that can't be immediately contradicted. Because we actually have some idea of what happened and what didn't happen, we can more reliably narrate events. Imagine two systems where we do zero flavor narration, only the game terms. D&D- hit 5 damage, hit 10 damage, miss, hit 5 damage, miss, miss, hit 10 damage target dies. Sim system - Possible hit averted by parry. Hit 5 damage. Miss because of dodge. Hit 5 damage. Hit but damage Soaked no damage. Hit 5 damage. Target dies. In the sim system, you actually have something, very, very bare bones, but something of a narrative there. In D&D, there's nothing until the target dies. [/QUOTE]
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D&D isn't a simulation game, so what is???
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