One area that Eero Tuovinen really fails to grasp at when it comes to simulation (and I think this has been a general failure within our community but especially within the Forge) is not really grasping with the legacy of Pendragon, Ars Magica and Vampire. Particularly the way in which these games mechanics (rough as they were) helped to achieve a heightened understanding of characters' internal states. There's a legacy of embedding character mentality into the mechanics of the game to help us immerse into our characters those games brought to the table that inspired Narrativist designs, but never really got significant coverage from a theory standpoint.
Here is what he says about Pendragon, in
the blog:
Pendragon is a prime example of a [substantial exploration] game, as the purpose of its existence is to be this massive exegesis and love letter to the Matter of Britain. If the players don’t appreciate it yet, they will. Aside from folklore studies, the game features [GM story hour] in a big way. The character player side is interesting in that it’s [subjective experiencing + dollhousing] without as much as [princess play] focus as you’d normally expect; the characters are intentionally relatively generic.
Here is what he says about "substantial exploration":
“Substantial exploration” is a type of game that involves a major external reference source. This is not just a big pile of GM notes; every player may or may not be familiar with the source material, but either way, exploring this material is core to the game’s creative purpose. . . . a game could conceivably be completely about substantial exploration creatively. You might have some player characters, I don’t know, adventuring and stuff, but that’s just the excuse, and what we’re really into here is [the material]
He does allow that Pendragon isn't
completely about substantial exploration: it also has the player-side elements he mentions. But I think you're right to say that he doesn't go into this in real detail. Ron Edwards said a bit more about it 20+ years ago, in
his review of Wuthering Heights and also this in
the "right to dream" essay (where he is comparing Pendragon Traits and Passions to The Riddle of Steel's Spiritual Attributes, with a side discussion of GURPS behavioural disadvantages):
a character in Narrativist play is by definition a thematic time-bomb, whereas, for a character in Simulationist play, the bomb is either absent (the GURPS samurai), present in a state of near-constant detonation (the Pendragon knight, using Passions), or its detonation is integrated into the in-game behavioral resolution system in a "tracked" fashion (the Pendragon knight, using the dichotomous traits). Therefore, when you-as-player get proactive about an emotional thematic issue, poof, you're out of Sim. Whereas enjoying the in-game system activity of a thematic issue is perfectly do-able in Sim, without that proactivity being necessary.
I think that this fits with what you say about "a legacy of embedding character mentality into the mechanics of the game to help us immerse into our characters . . . that inspired Narrativist designs".
I think from an agenda standpoint a large part of why I like the Narrativist games I like has to do with their adjacency to simulation of character mentality. Like the basic moves in Apocalypse World, Apocalypse Keys and Monsterhearts directly embed the same sort of modeling of character psychology we see in Vampire - The Requiem and Pendragon. I think that as much as the crucible model (even perhaps more than the crucible model) is really drove me to invest in those games.
If I've understood your properly, this seems to agree (at least roughly) with what I said about the "thin boundary" between "simulationism" and "narrativism" when it comes to these aspects of character psychology, and the way mechanics pick them up in various ways.
I think this also fits with Edwards - given how
easy it is to "get proactive about an emotional thematic issue", the transition "out of Sim" to narrativism seems easy to do.
In my own play, I look at how I play Aedhros and Thurgon, and the pleasure that I get from that inhabitation, and think about where it fits in this "simulationist"/"narrativist" contrast. I think I'm mostly on the "out of Sim" side of things, because of a degree of proactivity about emotional thematic issues, but I don't think it's a huge distance that we're talking about here. When it comes to Aedhros, I can almost pin it down to one moment of play:
We discussed how we would get through the first door, and my friend - reviewing Alicia's spells - noticed that she has Chameleon. So he decided she would turn invisible.
Chameleon is 8 actions to cast, but we were in no great hurry and so he decided to cast as carefully as possible - x8 = 64 actions to get +4D (the maximum bonus, equal to the spell's Ob 4).
With Alicia's B5 Sorcerery reduced to B4 by the lingering effects of the bad pie, this was 8 Sorcery dice. Alicia's Will of B4 was reduced to B3 by the Light wound. And she had 1D of Forte (B4 reduced to B3 by the wound, and 2 tax remaining). That was 12 dice in total, to allocate to two test against Ob 4 (casting and tax; casting patiently allows allocating Sorcery, but not Will, dice to the tax check). I think a Persona may have been put into one of the pools, but in any event both failed: she took 1 tax (and so once again fell unconscious) and the casting failure was garbled transmission. This is the first time we've ever had that result in our BW play, and we rolled diligently on the Wheel of Magic. Instead of a Control Heaven, Personal Origin, Sustained duration effect on the Caster, Alicia had created a Transmute Water, Presence Origin, Instantaneous duration Natural Effect.
We discussed a bit what this might mean. After one false start (my initial idea that she had transmute some water in the harbour went nowhere) I suggested that her eagerness for money meant that she had transformed the rain in her Presence into coins! My friend suggested low-value coins - copper pieces - and we agreed it was a 1D fund.
He then wanted Alicia to make a roll to master the new spell. We got out the Magic Burner and applied the Abstraction and Distillation rules to get an Obstacle for it - after applying the rule that includes a modification for powerful effects, it was Ob 5 and 66 actions of casting, to turn rain in the Presence of the caster into a 1D fund of copper coins. The fainting Alicia (fainting due to her tax) attempt the Ob 5 Sorcerer test to try and learn this new spell - her player got three successes, and so it is an Ob 7 spell for her.
Alicia was now lying, unconscious, in a pile of copper coins that had "rained" down on her. We agreed that Grellin, who is unused to such sorcery, was struck with awe by the Ob 7 Steel test for witnessing pronounced sorcery. Aedhros, on the other hand, could only see yet more evidence of the ill fortune and ineptitude that brings all things to ironic ruin. At least, until . . .
My friend was urging me - mightn't Aedhros have at least a hint of pity left in his heart, and be moved by Alicia's plight? Aedhros's relevant instinct, here, was Never use Song of Soothing unless compelled to - Song of Soothing being the Elven equivalent of herbalism. There was also his Belief about why he can stand Alicia's company - would that remain unshifted even seeing her so broken even as her poverty was slightly lifted?
I told my friend I would make the Song of Soothing test, and see where that led me. The obstacle for a Light wound is Ob 2, doubled for no tools. The skill is open-ended (natural Elven magic), and so despite being B3 plus 1D from my Rhyme of Rules FoRK, I was able to get my four successes and restore Alicia to consciousness. We then played out an exchange in which we both went for Mouldbreaker - Aedhros's Belief is now Only because Alicia is not entirely without capability can I endure her company. Alicia's Belief that The strong do what they may - I will do what I must to survive was changed by the fact that Aedhros had had her utterly under his power, and with coin all about her to be taken, and yet had healed her instead: now she Believes that I will be compassionate to the poor.
This is where Aedhros's attitude to Alicia started to change. She hasn't become a surrogate for his dead spouse (and it would be pre-emptive to say "hasn't
yet become"), but his contempt reduced and sympathy increased.
I feel that's an example of a "poof, you're out of Sim" moment.