Relevant to earlier conversation about simulationism and sandboxes, I want to promote
this manifesto (I guess you could call it) for "new simulationism" by Sam Sorenson that I found at the end of a recent post by Baker. It reminds me of things various posters have said or tried to get at in various ways in this thread, and it chimes with something I've said about neotrad that I think should apply to neosim too.
Perhaps. Just from that very first principle, however, I find something to at least raise my eyebrows at. "If, at any point, any aspect of the game begins to clash with the veracity and truth of the fictional world, change it." That means, even if
everyone at the table agrees that something being true in the fictional world is a less enjoyable experience, the less-enjoyable experience MUST be enforced, no matter what. I don't believe anyone, even "new simulationism" fans, sincerely believes that something
genuinely agreed to be antagonistic to enjoyment should remain true, and that instead the understanding of the world needs to change so that the players will actually enjoy playing in it, even if that requires a little bit of light rejuggling.
To be clear, it's going to be
very rare that such an event occurs. You need just the right kinds (or just the wrong kinds, if you prefer) of conditions to align. Those words--"a
little bit of
light rejuggling"--aren't for nothing. If things have gone so wrong that only a large amount of rejuggling, or intensive rejuggling even if only a little bit thereof? Well...that probably means the effort has failed already and should either be genuinely
restarted, or abandoned.
And now that I've read further ahead, we already encounter point 7 directly contradicting point 1. Here, we clearly see that it is NOT true that the "veracity and truth of the fictional world" is supreme. Instead, it is
the agreement of the players which is supreme. Otherwise, point 7 is impossible and makes no sense; it literally instructs you to change that which is supposed to be
supreme.
Point 8 is also....a pretty damn bold claim that I'm not sure is even true? "Abstractions are, by their very nature, mechanistic. Non-playful." They're literally saying that play not only does not, but
cannot, even in principle, occur via using or thinking about rules. I'm not sure any simulationism fan I know would accept such a claim!
And then point 10 is a reiteration of my criticism of point 1 and my confusion over point 7. Points 10 and 7 indicate that the world
is not supreme--the players are. Either point 1 is false (or
badly overstated), or points 7 and 10 are. Given the repetition of 7 and 10, I'm quite confident it is point 1 that is in error. What it
should say is:
1. The fictional world is your primary focus.
In everything you do, ensure that the fictional world is the focus. If, at any point, any aspect of the game begins to clash with the veracity and truth of the fictional world, change it, unless the group agrees that doing so would be a worse experience.
In every ruling, every rule, every encounter, every moment—the fictional world reigns. It cannot be overcome, unless the table agrees it should be. If the table does so, step back, figure out where the problem with the fictional world lies, and fix that. Do not try to invoke rule or procedure or any other intermediary. All that matters is the agreement of the participants, and ensuring that the veracity and truth of the fictional world are worth pursuing.
This recognizes that the true supreme thing is not the world, not the veracity or truth thereof (not sure what makes "veracity" different from "truth" anyway!), but rather the enthusiastic participation of the people joining for the experience, regardless of what role they play. With this rewrite, points 7 and 10 no longer conflict with point 1, but rather reinforce it, making clear the correct
way to go about changing the world--it remains the primary focus of play, but it is NOT inviolate. Instead, it is like the US Constitution: all other laws are subservient to it, and it is subservient to the action of Congress (or a Constitutional Convention), and subsequent approval by the states. The Constitution is NOT impossible to change--but it is, intentionally, a difficult thing to change it, because such a basic law needs to be insulated against change for light and transient reasons.
Likewise, the fictional world in "neo-sim" is and needs to be the primary focus, to which all other
gameplay elements are subservient--but even it is subservient to an open and explicit process of change, under the right circumstances.