DMing philosophy, from Lewis Pulsipher

In his review of the rpg Chivalry & Sorcery in White Dwarf #5 (Feb/Mar 1978), Lew Pulsipher distinguishes between two styles of play, "simulation" and "game": "C&S is the fantasy role-playing expression of the wargamers who favour realism and simulation while D&D is the expression of playability fans who want a good game, not simulation."

Chivalry & Sorcery encourages acting-in-character. In text quoted by Pulsipher it recommends that "if a character is stupid, role-play and have him act stupidly". Pulsipher informs us that elsewhere in the rules "players are asked to think like medieval people."

Pulsipher thinks that this will appeal to "simulation fans" but not "competitive gamers". The latter

participate in role-playing games to play an interesting game and be successful by their own standards, not to live out externally stimulated fantasies. Competitive gamers, as opposed to simulation fans, are unlikely to want to play a character as anything but their 20th century selves.​

Pulsipher's analysis of different playing styles here and in the "D&D Campaigns" series is brilliant, explicitly distinguishing between game-, story-, and simulation-focused rpg play. He anticipates future similar analyses by two decades, GDS Theory appearing in 1997.
 

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Pulsipher's analysis of different playing styles here and in the "D&D Campaigns" series is brilliant, explicitly distinguishing between game-, story-, and simulation-focused rpg play. He anticipates future similar analyses by two decades, GDS Theory appearing in 1997.
Using the vocabulary of GNS (from The Forge), he identifies two forms of simulationism - purist-for-system (eg C&S) and high concept (the "living novel" approach, where as I posted upthread he anticipates the issues with Dragonlance) - and also two forms of gamism - the gamble ("lottery D&D") and the crunch (his preferred skilled play).

What he doesn't identify - because it was at best incipient when he was writing - was "narravitist" play, that yields the "story" of high concept sim but via system rather than GM control.
 

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