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General Tabletop Discussion
*Pathfinder & Starfinder
Raise Dead: A nice big bone to the simulationists
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<blockquote data-quote="robertliguori" data-source="post: 4114691" data-attributes="member: 47776"><p>OK. Character has the destiny of slaying a great evil in single combat. Evil slips and falls in a 200' spiked death pit.</p><p></p><p>Character has destiny of slaying great evil. Character leaves continent and refuses to engage in any actions that directly engage evil.</p><p></p><p>Character has destiny of preserving X. Character destroys X.</p><p></p><p>Character has a destiny of preserving X. Other character destroys X.</p><p></p><p>Character has destiny of preserving X. Character locks away X in such a way that it is under a controlled hazard, always in peril but never actually destroyed, and adventures freely.</p><p></p><p>Character has a destiny that requires X to not be destroyed. Character subjects X to stress, trusting in destiny to make sure that X never actually becomes irrecoverable.</p><p></p><p></p><p>Destiny as a force in the world is not the problem. Destiny as handwaving, that doesn't have characters engaging in elaborate schemes to make the rules of destiny work in their favor, or optionally simply murdering the in-game personality in charge of destiny, is the problem.</p><p></p><p>Incidentally, 'simulationist' in this context carries along with it the unattached rider "...of a fantasy universe of high adventure, etc." One can describe tic-tac-toe as a simulationist game, where the universe being simulated is a 3x3 grid in which Xs and Os are placed. This does make what people actually mean when they use the worlds 'simulationist' or 'narrativist' any less meaningful.</p></blockquote><p></p>
[QUOTE="robertliguori, post: 4114691, member: 47776"] OK. Character has the destiny of slaying a great evil in single combat. Evil slips and falls in a 200' spiked death pit. Character has destiny of slaying great evil. Character leaves continent and refuses to engage in any actions that directly engage evil. Character has destiny of preserving X. Character destroys X. Character has a destiny of preserving X. Other character destroys X. Character has destiny of preserving X. Character locks away X in such a way that it is under a controlled hazard, always in peril but never actually destroyed, and adventures freely. Character has a destiny that requires X to not be destroyed. Character subjects X to stress, trusting in destiny to make sure that X never actually becomes irrecoverable. Destiny as a force in the world is not the problem. Destiny as handwaving, that doesn't have characters engaging in elaborate schemes to make the rules of destiny work in their favor, or optionally simply murdering the in-game personality in charge of destiny, is the problem. Incidentally, 'simulationist' in this context carries along with it the unattached rider "...of a fantasy universe of high adventure, etc." One can describe tic-tac-toe as a simulationist game, where the universe being simulated is a 3x3 grid in which Xs and Os are placed. This does make what people actually mean when they use the worlds 'simulationist' or 'narrativist' any less meaningful. [/QUOTE]
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Raise Dead: A nice big bone to the simulationists
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