Do you think most folks are more ok with the playbooks and moves that constitute the visible actions that the rules allow in, say, PBtA games,
Correction: These are actions which
involve rules. Well, plus the (several) generic moves.
Anything that doesn't involve rules is perfectly fair game. There just won't be any rolling involved because there won't be any
need for it.
You keep acting like DW and other such games just forbid anything that doesn't have a discrete move. Nothing could be further from the truth.
but are baffled by the idea that the world they're playing in operates more or less like the real world in practice unless you make the point that, in this case, it doesn't? I simply don't agree.
Is that what you think defines "sim" as a goal? Because that looks nothing like what people here, including you, have repeatedly demanded.
Because what people
actually demand for "sim" is way, way, way, WAY more than that...and also somehow
less than that sometimes! Which, yes, that is precisely why I think many players would be baffled by it. Baffled by the
need for the procedure of play to be engineered to (for example) never, EVER involve the player making decisions the character couldn't. Because that's a critical requirement, and has nothing to do with "the world...operates more or less like ghe real world." It's that the
gameplay rules have to be designed under
extremely limiting requirements. No "meta currencies" (no casual player would even know what that meant and most would be baffled as to why it matters). No "dissociated mechanics" (casual players would need the whole concept explained and probably wouldn't understand why it matters that much). No processes that smell too much like playing a game. Etc., etc.
Everybody gets wanting a world that has self-consistent rules. I really, really don't think most of them would get why so many perfectly usable game mechanics are off limits.
And in any case, I thought we were supposed to be against hidden rules that only the GM knows. Are narrative players not supposed to know how the game they're playing is supposed to work?
Who said anything about the players being denied the ability to see the rules? Like....what?
I genuinely have no idea how you got any of that out of what I said. Not only that, but I
already quoted the book for DW which says that GMs should not speak the names of their moves, and should instead let the action speak for itself (as constantly putting little labels on everything is not an effective GMing choice.)
You used specific
game design concepts and pretended that they have to be aggressively pushed into the players' faces. They don't. Just...give them actual rules that are well-tested for the purpose they were made for, and the results will naturally fall out just from
using them. No need to bash them over the head with...what was the term? "Conflict on a moral line"? That will happen simply because that's what using moves
is (well, most of the time.)
I don't see that happening with sim, because it has all these extra
rules about how you can design and what is permissible vs impermissible design and what specific things can be done (even if a given game all too often gets pretty extreme grandfathering exceptions...)