D&D General [rant]The conservatism of D&D fans is exhausting.

Because it makes it seem like a creative agenda is something a player is, rather than something they pursue.

When I play Daggerheart, I’m pursuing a primarily narrative agenda. When I play OSR, I’m pursuing a sim agenda. When I played Pathfinder, I was pursuing a gamist agenda.

I was not any one of those agendas during the games I played. I was simply me, consciously pursuing those agendas.
For the sake of argument, why can't it be both? Someone who was an abolitionist was called that because of something they pursued. An archaeologist is called that because of what they pursue. And so on.

Why can't someone who pursues a simulationist agenda more than any of the other agendas be called a simulationist?
 

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On a different note, I don’t think simulationist does a good job of describing a play agenda. My agenda in playing d&d isn’t to simulate, even though simulation is essential to the experience I desire. My agenda is extremely nuanced, in no particular priority and definitely not exhaustive.

1) embody my character
2) make strategic decisions
3) solve tactical puzzles
4) see how my actions/choices impact the world
5) learn more about my character as he faces tough decisions
6) etc

So maybe the notion that simulationist is a play agenda at all is a little off.
I think all of the various agendas involve a variety of player goals. Whether it's simulationist, narrativist or gamist would depend on which of those agendas was the primary way you use to achieve those goals. Simulation doesn't have to be the only way, but if it's the primary way, then the game should be labeled simulationist.
 

The troubleling thing with the conversation is that while 1 and 2 might be right, trying to nail down anything more spesific is so extremely contextual that the conversation stalls on trying and failing to define an aproperiate context. The big one is what we aim to simulate. An airplane simulation are not particularly supported by tables for effect of diseases, while a war simulator probably have little use for an skill for providing sharp art critisism.
I mean I don't think that's necessary in the slightest unless we're specifically trying to make a new sim game. Then, yes, we would need to do that.

In a truly context-free case, we would simply be evaluating whether a game's mechanics serve the goals for which they were designed, or not. So a flight sim would be evaluated on how well it achieves the goals of a flight sim, which are (generally) accurate instrumentation, accurate aerodynamics for the plane you're flying, accurate communication between flight control and pilot, support for dead reckoning, reasonable complications arising in circumstances that warrant it (e.g. sudden horrific turbulence on a clear sunny day would be very strange and un-simmy, while butter-smooth flight during a storm would likewise be un-simmy).

However, since we're in a conversation about TTRPGs, and specifically ones with sufficient commonalities to D&D (given where we're having this discussion), that already gives us an enormous context base to draw on. That is, the game in question must be:

  • Fantasy-based, rather than sci-fi, supers, noir, etc. (specific settings may bring these in, but the game itself is based in fantasy)
  • Class- or archetype-based in some sense
  • Cooperative (it is possible to run D&D competitively, but that's not what its rules are designed for)
  • Overall combat-oriented, but not exclusively so
  • Involving dice as the primary, but not exclusive, means for introducing unexpected events/results

That already gives us an enormous number of points of comparison. It is, for example, why almost no one who advocates a "simulationistic" perspective directly uses the word "realism", because they have understood that that term is inherently vulnerable to a very obvious attack, one that is almost impossible to defend against: it's a fantasy, it has magic and dragons etc. (Of course, I find that many, many, many of the arguments that attempt to evade this are simply "realism with more steps", e.g. trying to use "verisimilitude", which lacks the "it has to be like Earth" element...only to then smuggle back in the "it has to be like Earth" element through ideas like naturalistic reasoning or "well the correct starting point is Earth unless told otherwise". In other words, they are literally just restating "realism", but trying to make it sound like it isn't just "realism" restated by splitting a problematic concept into two parts that seem milder in separate form.)

Another dimension is that the entire simulation entusiast sphere is split into the mechanics vs rulings lairs dating back to the kriegspeil/free kriegspeil split. Those in the first lair would typically put simulation mechanics in category 1, while the other might rather say they hamper simulation (though maybe not go as far as claiming them to be fully incompatible like category 2 suggest). And this gets even harder when the majority of the players liking simulation isn't even aware of this split, and happily mix stuff from both lairs.
Well. You may or may not already know this, but I frankly don't have a lot of patience for the FKR crowd's absolute utter disdain for rules. So I'm...not really going to care what they think? They're already starting from a "death to rules!!!!" attitude, which means there's no point in trying to converse with them to begin with. They've excluded themselves from the discussion by having that "death to rules!!!!" attitude; it isn't productive for them to contribute because the only contributions they could make are some flavor of "you're all wrong, why are you even bothering to talk about this?!"

It doesn't help when you have the fact that the simulation in it's own is generally not an end goal in itself, but rather itself being a central support for a wide range of experiences. So even in the same scope of simulation, a technique that strictly speaking supports the simulation can hurt one of the experiences the simulation is supposed to support. This phenomenom is hard to isolate, and hence conversations could be quick to bundle such techniques (unprecisely) into category 2 rather than cathegory 1.
I don't see how that isn't the end goal though? Like that seems pretty specifically to BE the end goal. That's why, for example, when I talk about good game design as being games that testably produce the experience for which they were designed, I get a ton of pushback against it especially from the pro-simulationist crowd (regardless of whether they're FKR or non-FKR, to be clear). Their goal isn't to produce a particular experience through game design--it is instead to make rules which meet certain aesthetic and procedural requirements. (I'm especially not persuaded by those rules-aesthetic arguments, because I have seen FAR, FAR too many cases where rules primarily designed to appear aesthetically pleasing were actually actively antagonistic to producing an enjoyable experience, even to the people who WANTED those rules to have such an appearance.)

That means it seem relatively easy to get an agreement that 1 and 2 exist, and similarly it sort of follows that 4 should make sense (Edit: however counting type 1 techniques is good metric. Even a system with technique A and B might be worse than one with only technique A if there are some unfortunate interactions between A and B. I am sceptical if a metric between category 3 systems purely in terms of "simultionism" can make sense. This is why find the idea of a "simulationistic game" silly, as simply the absence of forced simulation breaking mechanics seem like a very low bar to pass to me. This is generally not the criterion used with the classifications I have seen attempted)

3 I have not seen much evidence for, and I think the proponets for that is a small minority.
I've seen this frequently, specifically on here, and I could name (but would prefer not to name) at least one person whom I believe holds such an opinion.

However actually concretising 1 and 2 beyond "existence" tend to fail due to the above problems. Actually I find it quite amazing how fail roll could be narrated as success without complication seemed to be universally recognised as category 2 among the self proclaimed sim fans in this thread (I don't count myself among them) - but if you look at it the key rationale for this classification differed even among them.
But...that's...that is LITERALLY saying this whole conversation is just impossible. Nobody can discuss "simulation". It's a private language. Each and every person has their own totally distinct idiosyncratic meaning which is completely incapable of interacting with anyone else's meaning. No two people can ever enjoy the same sim game, because no two people can ever agree on what "sim" means.

Given the frequent and broad agreement between posters just in this thread, let alone in the TTRPG discussion space overall, I simply cannot accept that this is true. Especially because the fact that different people come to the same conclusion from different directions doesn't mean they disagree! I can prove that the square root of two is irrational by at least two fundamentally different methods (one being purely algebraic e.g. proof by contradiction via prime factorization, the other being geometric e.g. Tennenbaum's proof.) Does that mean that I disagree with myself because I can reach the same conclusion via different paths? That sounds flatly ridiculous to my ear.

This is why I say that these attempts have not been fruitful. It is not denouncing the abstract concept that some techniques might be better for sim than others. It is descriptive of the state of the discurse I have seen.
But that description is nothing more than "Discussion is impossible." I reject this; the fact that we have had discussions--and that sim fans in this very thread have frequently agreed on many, many more points than they disagree--strongly indicates that this assertion is simply wrong.
 

Again, this is perfectly fair. Totally agree. But, "unique combat system" is not part of simulation, it's an example of simulation. An easy example that everyone knows. It's not meant to be exhaustive.

Do you not agree that a simulation system needs to inform the narrative though? If your regency romance system tells you nothing about romance, just that NPC X now loves you, would that be considered simulation? It tells you no other information other than the result.
I'm not entirely clear what you mean here, but based on previous posts I will hazard a guess and say not necessarily.

I think you can model process or outcome. D&D models falling perfectly fine (but abstractly) when it requires a damage roll, where it fails is in terms of outcome - where the Fighter gets up from a fall with HP damage and just goes about their business (assuming that simulating the somewhat realistic effects of a fall on a human body is the goal). If hit-points didn't escalate in D&D this wouldn't be such an issue.

If a knight in Pendragon critically fails his passion roll and goes mad - there is a degree of detail there - it's not just an abstract stat called passion - it's a specific passion that is tracked - but the roll also doesn't explain why he critically failed his passion roll - the player really has to decide - why is it that in this specific instance when he tries to draw on his strength of feeling he gets this result?

You could always have more rules and you can always have less. I don't think there is ever such a thing as pure sim. If I could have combat rules with the detail and accurate world of modelling of Riddle of Steel without the handling time, table look up and complexity that comes with those rules I would jump on them without hesitation - but I can't - there is a trade off there in terms of playability.

One thing that has changed a lot since Ron Edwards wrote his essays is understanding of playability. It used to be a lot of sim oriented systems would write recovery from injury rolls with an eye to realism. This rarely happens anymore simply because it is generally recognised that even if it's realistic it's simply unworkable in any game that follows default game structures and time frames. And if you're going to do that, then you're going to do a lot of abstract handling of injuries in order to paper over the seams*.

Thinking about it one of the issues with GNS has always been that it could never really account all that well for why people generally like incoherent games - and that's generally I think because people are mostly very good at cognitive dissonance**.

*This is not something I'm happy with myself, but then I am bored with default party structures and tend to lean more toward generational or troupe style games these days, or seasonal based time shifts like in Pendragon or Ars Magica so long term recovery from injury is not an issue.

**This is also why I'm sceptical of a lot of theoretical discussions - I just feel they end up being a lot more ideological then anyone's actual table play.
 
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I think all of the various agendas involve a variety of player goals. Whether it's simulationist, narrativist or gamist would depend on which of those agendas was the primary way you use to achieve those goals. Simulation doesn't have to be the only way, but if it's the primary way, then the game should be labeled simulationist.

Shouldn’t Player goals be THE agenda?
 

So maybe the notion that simulationist is a play agenda at all is a little off.
Tuovinen’s blog post articulating sim as an agenda argues for it more strongly than I can, and we already discussed it on this thread last month.

I can’t come up with explanations stronger than the ones already presented.
 

Shouldn’t Player goals be THE agenda?
Something can have multiple agendas. In the context of gamist, simulationist, or narrativist, I think it should be like I said. And as an example, all of us at the table have an agenda of having fun, which is more important than any other agenda I can think of. That agenda of fun, though, doesn't step on the toes of or invalidate the game style. Another example would be an agenda of playstyle such as a living, breathing world, which can be done in any of the three game styles or improvisation, which can also be done in any of those game styles.
 

Thinking about it one of the issues with GNS has always been that it could never really account all that well for why people generally like incoherent games - and that's generally I think because people are mostly very good at cognitive dissonance**.

That doesn’t seem like the critical response to that observation. The critical response would be that we have mislabeled something innocuous like games/play that supports multiple simultaneous goals that sometimes may conflict (but not typically) as incoherence.
 

Tuovinen’s blog post articulating sim as an agenda argues for it more strongly than I can, and we already discussed it on this thread last month.

I can’t come up with explanations stronger than the ones already presented.

I don’t think I’m suggesting anything incompatible with him. I don’t agree that only narrativist and gamist are the only agendas for example.

But I don’t think the agendas of what traditionally gets lumped as simulationist play is as singular in focus as ‘player authored rising conflict across moral lines’ which is the agenda of narrativist play.

It’s like you are classifying the narrativist agenda based on the primary goal of play and the simulationist agenda based on one necessary component of play that probably isn’t the primary goal of play for anyone playing under that label.

It makes for a very weird classification system.
 

Something can have multiple agendas. In the context of gamist, simulationist, or narrativist, I think it should be like I said. And as an example, all of us at the table have an agenda of having fun, which is more important than any other agenda I can think of. That agenda of fun, though, doesn't step on the toes of or invalidate the game style. Another example would be an agenda of playstyle such as a living, breathing world, which can be done in any of the three game styles or improvisation, which can also be done in any of those game styles.

What I’m saying is that simulation isn’t the primary goal of simulationist play, it’s just a necessary component.

You can reframe simulation as one of the agendas of the playstyle if you wish, but it rather misses the point.
 

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