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<blockquote data-quote="Samuel Leming" data-source="post: 4452281" data-attributes="member: 16462"><p>D&D is the original game of that category. Until the late nineties there were simply no other categories.</p><p></p><p>One problem is that the term "simulationist" enters our vocabulary by way of GNS theory and that theory defines simulationism in a very non-intuitive way. Instead of using it to always mean some kind of adherence to reality, they used it to refer to players who only played RPGs with the goal of some kind of role playing. Players who wanted mainly to do thing in addition to or instead of role playing were Gamists or Narrativists depending on what those additional goals were. They would have been better off using 'Roleplayist' instead of 'Simulationist', but that would have gone against their goal of claiming that Narrativism is legitimately role playing.</p><p></p><p>Anyway, using the term 'simulationist' has become a good way to NOT get one's point across because it's so likely that someone will have a differing definition from yours.</p><p></p><p>Getting back to the point, all those weird quantum rules from OD&D and AD&D were used as abstractions(abstractions do not automatically make a system gamist) to resolve actions and keep things moving. They weren't put in there specifically to support players 'gaming the system' like what we see in 4e.</p><p></p><p></p><p></p><p>Almost every subsequent RPG coming out soon after D&D was an attempt at better support for role playing by introducing more verisimilitude, usually through rules. Champions, Role Master, Gurps, Runequest, Call of Cthulhu... The only exception that quickly comes to mind is Palladium and that's more of a copy cat situation. D&D was sold as the original role playing game, and almost everything that followed, until recently, were attempts at improving upon different aspects of that.</p><p></p><p>Sam</p></blockquote><p></p>
[QUOTE="Samuel Leming, post: 4452281, member: 16462"] D&D is the original game of that category. Until the late nineties there were simply no other categories. One problem is that the term "simulationist" enters our vocabulary by way of GNS theory and that theory defines simulationism in a very non-intuitive way. Instead of using it to always mean some kind of adherence to reality, they used it to refer to players who only played RPGs with the goal of some kind of role playing. Players who wanted mainly to do thing in addition to or instead of role playing were Gamists or Narrativists depending on what those additional goals were. They would have been better off using 'Roleplayist' instead of 'Simulationist', but that would have gone against their goal of claiming that Narrativism is legitimately role playing. Anyway, using the term 'simulationist' has become a good way to NOT get one's point across because it's so likely that someone will have a differing definition from yours. Getting back to the point, all those weird quantum rules from OD&D and AD&D were used as abstractions(abstractions do not automatically make a system gamist) to resolve actions and keep things moving. They weren't put in there specifically to support players 'gaming the system' like what we see in 4e. Almost every subsequent RPG coming out soon after D&D was an attempt at better support for role playing by introducing more verisimilitude, usually through rules. Champions, Role Master, Gurps, Runequest, Call of Cthulhu... The only exception that quickly comes to mind is Palladium and that's more of a copy cat situation. D&D was sold as the original role playing game, and almost everything that followed, until recently, were attempts at improving upon different aspects of that. Sam [/QUOTE]
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