Pedantic
Legend
I have mixed feelings. Some of this is a basis for design and perfectly useful, some of it feels like it's written in response to narrativist critique, and some of it has nothing to do with any sort of design or even play advice.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.
Point 1 is useful, but has too many assumptions. Why should there be rulings? What is the "game" that exists separate from the fictional world that can clash with it? There's something there, but I would take it the other way; if the rules say a thing, then it must be pointing to a true, discernible and practical facet of the underlying fictional world (even if, as is called out later, through abstraction). If the mechanics produce a thing you do not wish to be true, then they must be changed. Alternately, if you wish something to be true, and can't model it mechanically, you must design new mechanics.
Points 2 and 3 I find perfectly clear and rings true with a lot of things I've thought and said. The GM inhabits several professionally separate roles and must not use the powers of one to achieve the aims of another, player and character decision making should be mechanically as close as possible, actions should generally be bounded in causality and so on.
Point 4 is written as a critique of the narrativist understanding of rules and less helpful for it. The question of when an abstraction is good and helpful, or even what understanding is being abstracted is elided here; no one is struggling with a 0 HP dragon. What does a wounded dragon look like and why? Should the mechanic change, or the understanding of damage?
Point 5 contains assumptions about what "unabstracted play" is that are unstated and I'm not sure I can understand without like, a lot of actual play context from whoever is making the claim.
Point 6 is clear in description, but I don't like "de-abstract" here, when it simply seems to me this is a reworking of what I was saying in point 1, that rules must be a model for the world, and when they fail to do so, the world is necessarily deformed. If you don't like an outcome or feel like a mechanic or system produces something you wish not to be true, then you have failed the design prompt and must write new rules.
Point 7 is drawing attention to a divide between rules, game and world that could probably use some more elucidation. World is clear enough, game appears to be the experience of players using rules to model the world? What I don't like here is the call to change rules through the course of play. Mixing up the processes of design and play is what gets TTRPGs into so much design trouble in the first place; embracing mid-play revision as inevitably necessary is a cop-out. It suggests you were playtesting, not playing.
Point 8 is incoherent to me. I do not know what "play" is from the context.
Point 9 is the essential point of disagreement with everyone else about what sim is and is for. Nice to see it stated again, but it's nothing new.
Point 10 isn't a design insight, that's just social advice slipped in here at the end.
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