Hussar said:I'm not sure how you can argue that 2e is simulationist when 2e assumes that the DM fudges die rolls. I can see the arguement that GURPS is simulationist, but not 2e. Narrativist, sure, but not simulationist. Far too many elements in 2e are arbitrary and make little sense even in the context of the setting.
Dice fudging is not necessarily non-simulationist. However to clearly answer your question, I would have to take a better look at the rules. I'm pretty sure it's not narrativist at all.
Having tried to run games similar to this using 3.5 rules and running upside the wall that is 3.5 mechanics, I can say that a political, non-combat game set in FR without any house rules would be an abysmal failure. Well house ruled, sure, it can work very, very well. But, as a RAW game? Not likely. 3.5 mechanics just aren't set up to run this type of game very well.
That's exactly what I was saying earlier. We are currently playing such a campaign and since we hit level 8 or so (we are now level 12) it's a disaster. The story and campaign itself is great but each session we have about a 1 hour argument because of the system. 3E for politics is a mess because of the underemphasis on skills, the overpowerfulness of spells at higher levels and the sheer dependance on magic items. One would expect the rogue to be the best fitted for such a game. Not so. The rogue and the monk does the job in combat (which doesn't happen too often) and out of combat, the divination, transportation, etc spells of the wizard and cleric does ALL the job. Frustrating and shallow IMO.