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Of Mooks, Plot Armor, and ttRPGs
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<blockquote data-quote="The-Magic-Sword" data-source="post: 8962652" data-attributes="member: 6801252"><p>I feel strongly about simulation personally, I think for me what defines simulation is an attitude that the way that things interact is based on qualities inherent reflective of their physical reality in the world, and to processes that are consistent-- as opposed to their interactions being defined by dramatic need, dramatic opportunity, or dramatic position. </p><p></p><p>That's probably why I never seem to have a problem reconciling gamist or narrative stuff with my simulations-- I'm perfectly willing to accept that the reality of the fiction is something that also happens to make for a fun game. I had that come up in Lancer recently-- Lancer utilizes a very hard separation between the rules NPCs use and Players use, they aren't even approximate, in theory you're just supposed to suspend disbelief, but for me its just perfectly intuitive that the super skilled 'Lancers' the game is named for literally pilot a whole different class of mech that require more skill for a higher payoff.</p><p></p><p>So for me, I start with a fantasy, often one sold by a story but where I sort of want to get away from the 'specialness' of the central characters and plot, and I try to simulate that fantasy (being a gundam mech pilot, being a hunter of the supernatural, being a fantasy adventurer, whatever)-- these worlds usually have very interesting status-quos, and the stories are what naturally emerge from that interesting status quo. Its not a matter of if the Dragon has dramatic results, the slaying of the dragon is a dramatic question in and of itself, the episode can close with joyful triumph or crushing defeat and that's a satisfying conclusion to this episode of the character's story, or even the characters themselves (you know, if they die or retire or whatever.) </p><p></p><p>You can explore the results of your character's interaction with the simulation, but that can be a very quiet thing, a progressive development and growth or decline as they change in response to the events-- I suppose that means I think a dramatic spiral is undesirable because the dramatic episode shouldn't necessarily arise from the previous one, the continuity can come from the 'character study' element, the important thing I guess in that context, is not dramatic action, but perhaps dramatic reflection?</p></blockquote><p></p>
[QUOTE="The-Magic-Sword, post: 8962652, member: 6801252"] I feel strongly about simulation personally, I think for me what defines simulation is an attitude that the way that things interact is based on qualities inherent reflective of their physical reality in the world, and to processes that are consistent-- as opposed to their interactions being defined by dramatic need, dramatic opportunity, or dramatic position. That's probably why I never seem to have a problem reconciling gamist or narrative stuff with my simulations-- I'm perfectly willing to accept that the reality of the fiction is something that also happens to make for a fun game. I had that come up in Lancer recently-- Lancer utilizes a very hard separation between the rules NPCs use and Players use, they aren't even approximate, in theory you're just supposed to suspend disbelief, but for me its just perfectly intuitive that the super skilled 'Lancers' the game is named for literally pilot a whole different class of mech that require more skill for a higher payoff. So for me, I start with a fantasy, often one sold by a story but where I sort of want to get away from the 'specialness' of the central characters and plot, and I try to simulate that fantasy (being a gundam mech pilot, being a hunter of the supernatural, being a fantasy adventurer, whatever)-- these worlds usually have very interesting status-quos, and the stories are what naturally emerge from that interesting status quo. Its not a matter of if the Dragon has dramatic results, the slaying of the dragon is a dramatic question in and of itself, the episode can close with joyful triumph or crushing defeat and that's a satisfying conclusion to this episode of the character's story, or even the characters themselves (you know, if they die or retire or whatever.) You can explore the results of your character's interaction with the simulation, but that can be a very quiet thing, a progressive development and growth or decline as they change in response to the events-- I suppose that means I think a dramatic spiral is undesirable because the dramatic episode shouldn't necessarily arise from the previous one, the continuity can come from the 'character study' element, the important thing I guess in that context, is not dramatic action, but perhaps dramatic reflection? [/QUOTE]
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