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D&D isn't a simulation game, so what is???
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<blockquote data-quote="pemerton" data-source="post: 8621196" data-attributes="member: 42582"><p>Upthread (posts 670 and 671) you said that a <em>simulationist design is one whose models and rules preponderantly take inputs and produce results including fiction, corelated with pre-existing references; so that we know when we say what follows that our fiction accords with the reference, and the imagined inhabitants of the world can know its rules</em>.</p><p></p><p>I'm commenting on the final clause.</p><p></p><p>The imagined inhabitants of the World of GH can know the rules of that world. This is a feature of the fiction. It does not change whether I am running my GH game using AD&D, Rolemaster, Burning Wheel, or Torchbearer (I have used all those systems, plus an AD&D derivative of my own design).</p><p></p><p>The imagined inhabitants of the World of GH cannot know the rules of AD&D, or RM, or BW, or Torchbearer, or my AD&D-derived system.</p><p></p><p>Here is another post that seems relevant:</p><p>Point 4 seems to posit that a simulationist RPG is one in which the 4th wall is routinely broken. I don't think that's right.</p><p></p><p>The inhabitants of the WoGH don't talk about offensive and defensive bonuses, for instance, nor about concussion hits and penalties to actions, whether or not I am using Rolemaster as the RPG to resolve the actions of those inhabitants.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8621196, member: 42582"] Upthread (posts 670 and 671) you said that a [i]simulationist design is one whose models and rules preponderantly take inputs and produce results including fiction, corelated with pre-existing references; so that we know when we say what follows that our fiction accords with the reference, and the imagined inhabitants of the world can know its rules[/i]. I'm commenting on the final clause. The imagined inhabitants of the World of GH can know the rules of that world. This is a feature of the fiction. It does not change whether I am running my GH game using AD&D, Rolemaster, Burning Wheel, or Torchbearer (I have used all those systems, plus an AD&D derivative of my own design). The imagined inhabitants of the World of GH cannot know the rules of AD&D, or RM, or BW, or Torchbearer, or my AD&D-derived system. Here is another post that seems relevant: Point 4 seems to posit that a simulationist RPG is one in which the 4th wall is routinely broken. I don't think that's right. The inhabitants of the WoGH don't talk about offensive and defensive bonuses, for instance, nor about concussion hits and penalties to actions, whether or not I am using Rolemaster as the RPG to resolve the actions of those inhabitants. [/QUOTE]
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