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Of Mooks, Plot Armor, and ttRPGs
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<blockquote data-quote="Thomas Shey" data-source="post: 8967140" data-attributes="member: 7026617"><p>"Intended" is doing some heavy lifting above. Certainly it was what some of the purists seemed to want, but even they recognized that purists of the three approaches were relatively rare (and as I noted, even then all evidence was the simulationist-purists were probably the rarest of the three). So there was considerably understanding that that sort of isolated function was not normally going to be the case; most people would be willing to step away from that for reasons of fun game player or stronger narrative connection.)</p><p></p><p></p><p></p><p>There was certainly some of that; most of the people who were extremely simulationist in bent also characterized themselves as being strong immersives in how they played.</p><p></p><p></p><p></p><p>As I've mentioned before, the main problem is with lumping genre emulation. The necessary components for "strong" genre emulation were seriously disruptive to what they wanted (I make the distinction because weaker genre emulation is just a case of setting up the rest state properly, after which you can ignore it outside of the things you'd normally pay attention to anyway). This came up very visibly when discussing superhero games, because superhero settings proper requires ignoring certain setting expectations. Same for a lot of horror.</p><p>As explained at the time, if you had to ignore elements of the setting or come across as insane, it just wasn't a good simulation. </p><p></p><p>That's why they were usually placed in dramatism.</p><p></p><p></p><p></p><p>Does the above help at all?</p></blockquote><p></p>
[QUOTE="Thomas Shey, post: 8967140, member: 7026617"] "Intended" is doing some heavy lifting above. Certainly it was what some of the purists seemed to want, but even they recognized that purists of the three approaches were relatively rare (and as I noted, even then all evidence was the simulationist-purists were probably the rarest of the three). So there was considerably understanding that that sort of isolated function was not normally going to be the case; most people would be willing to step away from that for reasons of fun game player or stronger narrative connection.) There was certainly some of that; most of the people who were extremely simulationist in bent also characterized themselves as being strong immersives in how they played. As I've mentioned before, the main problem is with lumping genre emulation. The necessary components for "strong" genre emulation were seriously disruptive to what they wanted (I make the distinction because weaker genre emulation is just a case of setting up the rest state properly, after which you can ignore it outside of the things you'd normally pay attention to anyway). This came up very visibly when discussing superhero games, because superhero settings proper requires ignoring certain setting expectations. Same for a lot of horror. As explained at the time, if you had to ignore elements of the setting or come across as insane, it just wasn't a good simulation. That's why they were usually placed in dramatism. Does the above help at all? [/QUOTE]
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