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More DMing analysis from Lewis Pulsipher
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<blockquote data-quote="Emerikol" data-source="post: 6338125" data-attributes="member: 6698278"><p>That is because nowadays the "simulationists" are the GNS kind and not the Avalon Hill/SPI kind. </p><p></p><p>The wargame group is probably where most of the self proclaimed "simulationists" sit nowadays. I"ve tried to get away from the term because I think people misunderstand the forge definitions (including me at times) and thus I've charted my own course.</p><p></p><p>Brad Wylie (Bawylie on here and wotc) came up with some terms that I've found useful. I found them useful because they tended to encompass a few things that other classifications didn't. For example, I don't consider damage on a miss a Dissociative mechanic but I do believe it lacks Narrative Mechanical Unity. To qualify as a DS mechanic the character has to be unaware and I would consider that a requirement in the DoaM case. Whereas it fails the NMU test right out of the gate.</p><p></p><p>So I've come around to saying that I want</p><p>1. A high degree of narrative mechanical unity.</p><p>2. I do not want any dissociative mechanics.</p><p>3. Corrollary to #1: I want to be able to narrate my damage and my healing however I want at any time.</p><p>4. DM empowered.</p><p>5. Players acting through their actors and not making metagame decisions outside the character viewpoint.</p><p></p><p></p><p>From a mechanics perspective that is my "playstyle" minimums. Obviously there are tons of other things that a DM does to make a game his own.</p><p>1. Sandbox (players choose their adventures)</p><p>2. Living World (intense prep up front and lots of Npcs/monsters with agendas independent of the PCs)</p><p>3. World Design: Top Down on the big stuff and bottom up on the finer details.</p><p>4. Realistic monster play based on their intelligence and known tactics and not on what the PCs are doing necessarily unless that fits into what the monsters could know.</p></blockquote><p></p>
[QUOTE="Emerikol, post: 6338125, member: 6698278"] That is because nowadays the "simulationists" are the GNS kind and not the Avalon Hill/SPI kind. The wargame group is probably where most of the self proclaimed "simulationists" sit nowadays. I"ve tried to get away from the term because I think people misunderstand the forge definitions (including me at times) and thus I've charted my own course. Brad Wylie (Bawylie on here and wotc) came up with some terms that I've found useful. I found them useful because they tended to encompass a few things that other classifications didn't. For example, I don't consider damage on a miss a Dissociative mechanic but I do believe it lacks Narrative Mechanical Unity. To qualify as a DS mechanic the character has to be unaware and I would consider that a requirement in the DoaM case. Whereas it fails the NMU test right out of the gate. So I've come around to saying that I want 1. A high degree of narrative mechanical unity. 2. I do not want any dissociative mechanics. 3. Corrollary to #1: I want to be able to narrate my damage and my healing however I want at any time. 4. DM empowered. 5. Players acting through their actors and not making metagame decisions outside the character viewpoint. From a mechanics perspective that is my "playstyle" minimums. Obviously there are tons of other things that a DM does to make a game his own. 1. Sandbox (players choose their adventures) 2. Living World (intense prep up front and lots of Npcs/monsters with agendas independent of the PCs) 3. World Design: Top Down on the big stuff and bottom up on the finer details. 4. Realistic monster play based on their intelligence and known tactics and not on what the PCs are doing necessarily unless that fits into what the monsters could know. [/QUOTE]
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