The dragon issue just kills D&D stone dead (which chao is talking about) in terms of preoccupation with simulation:
* Dragons have endoskeletons that do the work of tendon/muscle attachment et al.
* While not having an actual exoskeleton, their armor plating effectively provides them with one of the primary points of exoskeletons; protection from predation. With that “not-exoskeleton-exoskeleton” should come all the size/movement/respiratory constraints that arthropods must deal with…which dragons possess precisely zero!
And they can freaking fly naturally despite all this!
But does it stop there?
NONONO
6’2” 220 lb (or less) D&D martial heroes clash in melee with these colossal beasts that somehow also possess internal causality defying omnidirectional explosiveness and athleticism!
You know, the same martial heroes that can’t broad or vert jump more than humans!
So any call for naturalistic internal causality has been MURKED by the quintessential D&D creature from the word “go.”
It’s a game folks.
We’re playing a game and you make a dizzying array of sim-compromises (dragons, the quintessential D&D creatures, and the ridiculous constraints on the martial heroes that clash with them is just surface-scratching) just to play it at all.
Embrace it.
I think that a description of a dragon that says it weight five tons - whether that is in a paragraph of text, or broken out into a "stat block" format, or whatever - is not the same as the sort of stat block we see in a wargame that actually feeds into a set of rules procedures and resolution mechanics. It's just a description.Certainly to some extent this is true. But in many ways we're still inevitably going to apply our Invisible Rulebooks.
If the stat block for the dragon says it weighs five tons, and the DM describes it as such, then when it lands on the roof of the house, the players' minds are generally going to process "thing that weighs five tons perched on roof top", with likely some impact on how they react to the scene.
Do we need a rules system to determine whether or not creatures destroy buildings that they land on - say, a system that takes some sort of Size statistic, feeds in an Architectural Strength statistic, and generates an outcome? Rolemaster has various rules in this neighbourhood, but most people find RM too rules heavy! Which is to say, they don't like simulation-type mechanics and prefer to make things up.I don't understand people who say they hate simulation. What exactly are they objecting to?
But you could also imagine such details of invented units and then play out a hypothetical engagement between them. That would be a high concept simulation - the principles of modeling real properties and using the system to “simulate” the interactions between them are the same, you’re just simulating imaginary parameters.
I basically agree with @chaochou's reply, but want to add something.My point is the gameplay principles are the same, even if there’s no real-world counterpart. You may not want to call it simulation (that’s also verbiage), but fundamentally both approaches are ultimately about using the game mechanics to abstract more complex processes in order to reproduce the expected outcomes with a similar degree of probability. It’s just more hypothetical in one case than the other.
This seems like a pretty ridiculous comment.At this point I have to ask what game systems you enjoy playing, since you seem to be largely against mechanics in general.
Honest question, but whatever. Either I don't understand what you like, or it's so alien to my preferences I can't understand it. Probably that second one.This is your third attempt at a snide little one-line drive-by. Since you can't engage meaningfully with anything I've said in some quite lengthy posts, I'm inviting you to stop now.
Bye bye.
Wow. All the stuff you just described is so far out of my gaming comfort zone. The community really does cast a wide net. I'm glad those things exist for you.I'm similarly iffy on the Monsterhearts move you mentioned, though probably for different reasons--I don't think game designers are trying to simulate human (much less supernatural human) psychology with those kinds of mechanics, but rather trying to add meaningful mechanics to PC-to-PC interactions, and make those doable in a game with fewer hurt feelings or awkwardness. I'm just not into those kinds of moves because they're a little navel-gazey to me. I'm a pretentious GM, but not that pretentious.
But I think that example is very different from the ones I gave, which aren't proscribing how someone has to respond to another PC, or to anything. They're just XP rewards, and the PCs have tons of leeway re: how they get them. And like I mentioned, it's supposed to be the player who decides if they get the reward--all hail precious player agency!
But also the games I mentioned aren't interested in realism. Brindlewood Bay is a game that's not only steeped in a combination of unrealistic genres (cozy mysteries and cosmic horror) but has a core mechanic that lets you turn a failure into a success after the roll, and after the player has seen the related consequence, effectively rewinding their own death or worse for a do-over. And Blades in the Dark is gritty and all, but it's a setting filled with ghosts and demons, and mechanics that also let you avoid or mitigate consequences once you know the full impact, turning a ruined reputation into troubling rumors, or a dead ally into a wounded one.
Realism isn't the goal in either case, but especially not psychological realism. Any player-nudging mechanics they have are about reinforcing genre and premise.
It's obvious (for instance) that the mechanics in AD&D of determining whether or not a Type VI demon survives being lightning bolted by an archmage aren't simulating anything.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.