Lanefan
Victoria Rules
I've taken the liberty of adding numbers to your list below, to make it easier to speak to specific points without having to retype or paraphrase each one.
Point 5 - game mechanics and abstractions are often more a "necessary evil", play can't functionally happen without them but they're also recognized as being an imperfect representation.
Point 6 - another necessary evil, and kept to a dull roar when there's an avenue to do so.
Point 7 and 8 - again bang on.
Point 9 - mostly applicable to the short term or here-and-now. Long-term change is fine; a PC jumped a few centuries into the setting's future or past can expect to find some differences, and it'd be odd if they didn't.
Point 10 - the DM is bound by the simulation just as much (if not more) than are the players.
Points 1 through 4 - bang on.I had expected simulationism to involve things like:
- 1 - There is a world, and it operates exclusively by consistent, physics-like rules
- 2 - Those rules are never mere reified genre conventions nor thematic/dramatic considerations
- 3 - Even where magic is involved, it is (as TVTropes would put it) "Magic A is Magic A", meaning, the magic is just bonus physics
- 4 - Extrapolation is done in, to at least some extent, a procedural and iterative way whenever possible
- 5 - To paraphrase from that manifesto linked like 40 pages back but which got a lot of positive attention from "sim" fans, all game mechanics are always wrong, but we build them so most of the time, they are usefully wrong
- 6 - Concessions made simply for a better experience of play (e.g., to balance contrasting options so that nearly all choices are almost purely qualitative, functionally not quantitative) do not occur, period
- 7 - Other than creating what content is in the world to be revealed, the GM simply must not consider thematic or dramatic concerns (e.g. pacing, rising/falling action, the intrusion of complication, etc.)
- 8 - Other than creating their characters and having (very limited) control over their backstory, the players generally should not (note, not "must not" as with the GM) think in terms of story, unless one or more characters are trying to tell a story through their deeds
- 9 - The world has what one might call "inertia" for its contents: things don't change unless acted upon by forces in the world
- 10 - While the GM has an overwhelmingly powerful degree of control over what such forces there are, how strong they are, and where/when they apply, there is (apparently) something of a "gentleman's agreement" situation that such power should only be used in ways that are as close to perfectly realistic and consistent as possible
I could list out contrasting points for all three of my other "game-(design-)purposes", albeit perhaps with slightly less granularity.
Point 5 - game mechanics and abstractions are often more a "necessary evil", play can't functionally happen without them but they're also recognized as being an imperfect representation.
Point 6 - another necessary evil, and kept to a dull roar when there's an avenue to do so.
Point 7 and 8 - again bang on.
Point 9 - mostly applicable to the short term or here-and-now. Long-term change is fine; a PC jumped a few centuries into the setting's future or past can expect to find some differences, and it'd be odd if they didn't.
Point 10 - the DM is bound by the simulation just as much (if not more) than are the players.