Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
D&D isn't a simulation game, so what is???
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="pemerton" data-source="post: 8622708" data-attributes="member: 42582"><p>I know what you mean by <em>laws</em>.</p><p></p><p>But <em>causation</em> and <em>law</em> are not the same thing. I know how I can (typically) cause a person to say hello, namely, by greeting them cheerfully myself. But no one knows what laws (if any) govern human behaviour. Only in certain special domains (primarily physics and some aspects of chemistry) is causation fully subsumed under laws.</p><p></p><p>I strongly differ in relation to this idea of "perfection".</p><p></p><p>What makes RM less than "perfect" as a simulationist RPG is not that its crit tables aren't fully comprehensive of all the injury that might follow from injury during swordplay. It is that its system of OB/DB split permits the player to inject a metagame agenda - their sense of the significance of a situation - that does not necessarily correspond to any reasoning their PC would be undertaking in the fiction. To put it another way, it permits author over actor stance at certain key moments of play.</p><p></p><p>And this goes back to the point that the goal of simulationist RPGing is not to achieve an engineer's or scientist's model, but is to eliminate the metagame and have the fiction unfold on a causal trajectory that is generated by the mechanics. And RM's attack tables achieve this even if they are not complete as a model.</p><p></p><p>Here I find myself not knowing what it means for imagined people to have experiences, expectations and behaviours compatible with a RPG mechanic. That seems to be positing that the content of the clouds may or may not be compatible with the occurrence of the boxes - which seems to be a category error.</p><p></p><p>We exclude on the grounds of being fortune in the middle, of prompting and constraining but not dictating narration, or inviting metagame intervention.</p><p></p><p>We can't tell whether a D&D PC on 1 hp or 0 hp is about to die, or is about to recover, <em>until after we learn which happens to them</em>. In other words, being on 1 hp or 0 hp is not revealing the imagined cosmos in action. It is consistent with contradictory imaginings!, and we don't know which one to imagine until after the event. As I have already posted, it is no different from Robin Laws remarks about narrating the ebb and flow of action points in HeroWars.</p><p></p><p>Are there examples of simulationist mechanics and processes, or of simulationist play, that you think Ron Edwards has mischaracterised? Do you disagree with his repeated contrast of RuneQuest and HeroWars/Quest?</p></blockquote><p></p>
[QUOTE="pemerton, post: 8622708, member: 42582"] I know what you mean by [i]laws[/i]. But [i]causation[/i] and [i]law[/i] are not the same thing. I know how I can (typically) cause a person to say hello, namely, by greeting them cheerfully myself. But no one knows what laws (if any) govern human behaviour. Only in certain special domains (primarily physics and some aspects of chemistry) is causation fully subsumed under laws. I strongly differ in relation to this idea of "perfection". What makes RM less than "perfect" as a simulationist RPG is not that its crit tables aren't fully comprehensive of all the injury that might follow from injury during swordplay. It is that its system of OB/DB split permits the player to inject a metagame agenda - their sense of the significance of a situation - that does not necessarily correspond to any reasoning their PC would be undertaking in the fiction. To put it another way, it permits author over actor stance at certain key moments of play. And this goes back to the point that the goal of simulationist RPGing is not to achieve an engineer's or scientist's model, but is to eliminate the metagame and have the fiction unfold on a causal trajectory that is generated by the mechanics. And RM's attack tables achieve this even if they are not complete as a model. Here I find myself not knowing what it means for imagined people to have experiences, expectations and behaviours compatible with a RPG mechanic. That seems to be positing that the content of the clouds may or may not be compatible with the occurrence of the boxes - which seems to be a category error. We exclude on the grounds of being fortune in the middle, of prompting and constraining but not dictating narration, or inviting metagame intervention. We can't tell whether a D&D PC on 1 hp or 0 hp is about to die, or is about to recover, [i]until after we learn which happens to them[/i]. In other words, being on 1 hp or 0 hp is not revealing the imagined cosmos in action. It is consistent with contradictory imaginings!, and we don't know which one to imagine until after the event. As I have already posted, it is no different from Robin Laws remarks about narrating the ebb and flow of action points in HeroWars. Are there examples of simulationist mechanics and processes, or of simulationist play, that you think Ron Edwards has mischaracterised? Do you disagree with his repeated contrast of RuneQuest and HeroWars/Quest? [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
D&D isn't a simulation game, so what is???
Top