clearstream
(He, Him)
There are multiple issues, as folk are orienting their arguments to conected but separate topics. That is making progress difficult.The issue here is what D&D is supposed to be simulating.
One topic is the attempt to assert what the essence of mechanical simulation (@pemerton's first category) is beyond (and presumably including) games. To make the arguments more digestible I will turn to that in this post and then follow up separately on other topics.
Asking that a simultionist system provide any information about how the result was achieved is strict? Note, again, I'm not talking about how much, or the quality of the information. Just that the system provide any information about how the result was achieved.
The foremost quality of a non-game simulation is that the results predict what has and will be observed. Monte-Carlo simulations do that without providing information about how the result was achieved.That's the difference between simulation and non-simulation.
Another quality of simulations is to expose sensitivities so that multiple scenarios can be explored from differing assumptions. Integrated assessment models like those used to project global warming are one example. I think this quality matches @Hussar's focus.
A third crucial quality of simulations is that they do those things at a price that can be afforded. A consequence is that sometimes a cheap and usefully accurate simulation is preferred over a more precise but expensive simulation: no simulation is usuable if it comes at a cost that can't be paid.
A non-game simulation, no matter how detailed, that doesn't predict what will be observed with accuracy is a poor simulation. Do all of WHFRP's written game mechanics (as an example) accurately predict what has and will be observed in our real world?
That question brings into the picture my proposed types of facts in TTRPG fiction. There are no prior observed results for type-II facts (things not true in our real world but true in the imagined world) for mechanical simulation to predict. Rather, the results should form the picture that we want to have about imagined world.
Per the above, that isn't trivially true. Each game text is mixed: some may be mechanical simulation oriented to type-I (things true in our real world and in the imagined world) or type-III (facets of things true in the imagined world, that are of kinds that match things true in our real world) facts, some mechanical simulation oriented to type-II and type-IV (things not true in our real world but normed as true in kinds of imagined worlds) fictional-facts, and some is not mechanical simulation at all.(Also I don't understand the Sim-meter comment - all games have secondary worlds therefore, in the common meaning of the world, they have some element of simulation - that's trivially true - it doesn't tell us anything about priorities.)
It has been said that
Does the idea of "priorities" mean that there ought to be some percentage of mechanics that must be simulationist? Is that percentage the same for all possible texts? Perhaps it is something about their positioning in the published work. Regardless, no one has yet proposed how to reliably identify game text that is mechanical simulation from game text that is not. I'll turn to that later as I sadly still have a day job.The absence of simulationist mechanics in one aspect of the game does not mean that the game lacks any simulationist mechanics.
Last edited: