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General Tabletop Discussion
*Dungeons & Dragons
D&D isn't a simulation game, so what is???
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<blockquote data-quote="Hussar" data-source="post: 8620025" data-attributes="member: 22779"><p>That's not quite what I'm saying though. It's Set A occurs and Not Set A does not occur. We don't know specifically what Set A is, and we don't need to. But, we do know, from the mechanics, that Set A doesn't include Not Set A. And, note, losing all your HP is not necessarily part of Set A or Not Set A unless the character has actually lost all their HP. We know that 's not part of the narrative because the character has not lost all their HP. So, why would you include "lost all HP" in the set of narratives of a character who has not lost all their HP? The character didn't spontaneously turn pink either, but, we don't generally include that in either set. </p><p></p><p></p><p></p><p>Well, it does kinda, sorta have a Set A and Not Set A, but, again, the sets are so large that they become rather fuzzy. To some degree the outcome of the dice dictate the fiction in the sense of a "good" or "bad" result, but, even then, we're not even so much talking about the exact things that happen at the time, but, adding a complication that may or may not have any logical connection to the narrative of the game. The complication could be something not directly related to what you're doing right now. An ally could be compromised, in some fashion, on a complication, for example, which has no direct causal link to what the character is doing right now. Thus, it's not a simulation since there is no actual causal chain in the fiction that results in the complication. I'm trying to rob a store (ok, bad example but work with me) and fail, so, an ally who is not involved in any way with my robbery, is kidnapped by a rival gang.</p><p></p><p>So, yes, absolutely there's no simulation going on there because the mechanics don't actually tell us anything about what's happening in the game. I failed, so, my ally is kidnapped. That's not simulation at all, it's very strongly narrative play. So, you're trying to apply the definition I'm using - the results of an action give us Set A and Not Set A as guides to narrative, and insisting that a system where actions give us Set A, Not Set A as well as Sets B, C, D and E, none of which need to be causally linked to Set A or Not Set A fits the definition I'm suggesting.</p></blockquote><p></p>
[QUOTE="Hussar, post: 8620025, member: 22779"] That's not quite what I'm saying though. It's Set A occurs and Not Set A does not occur. We don't know specifically what Set A is, and we don't need to. But, we do know, from the mechanics, that Set A doesn't include Not Set A. And, note, losing all your HP is not necessarily part of Set A or Not Set A unless the character has actually lost all their HP. We know that 's not part of the narrative because the character has not lost all their HP. So, why would you include "lost all HP" in the set of narratives of a character who has not lost all their HP? The character didn't spontaneously turn pink either, but, we don't generally include that in either set. Well, it does kinda, sorta have a Set A and Not Set A, but, again, the sets are so large that they become rather fuzzy. To some degree the outcome of the dice dictate the fiction in the sense of a "good" or "bad" result, but, even then, we're not even so much talking about the exact things that happen at the time, but, adding a complication that may or may not have any logical connection to the narrative of the game. The complication could be something not directly related to what you're doing right now. An ally could be compromised, in some fashion, on a complication, for example, which has no direct causal link to what the character is doing right now. Thus, it's not a simulation since there is no actual causal chain in the fiction that results in the complication. I'm trying to rob a store (ok, bad example but work with me) and fail, so, an ally who is not involved in any way with my robbery, is kidnapped by a rival gang. So, yes, absolutely there's no simulation going on there because the mechanics don't actually tell us anything about what's happening in the game. I failed, so, my ally is kidnapped. That's not simulation at all, it's very strongly narrative play. So, you're trying to apply the definition I'm using - the results of an action give us Set A and Not Set A as guides to narrative, and insisting that a system where actions give us Set A, Not Set A as well as Sets B, C, D and E, none of which need to be causally linked to Set A or Not Set A fits the definition I'm suggesting. [/QUOTE]
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D&D isn't a simulation game, so what is???
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