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

I hope this sentiment is not pullkng away too many people. I really hope to one day get tome and players to enjoy the Arden Vul experience...

Seriously. It is a completely different kind of game. You cannot say something doesn't make the game better if the thing indeed is the game ;)
The difficulty in getting a quorum of players to actually consume and then use in play the setting information in these thick settings is one of the main reasons I’m against them.
 

log in or register to remove this ad


Really? You don't narrate scenes unless the players specifically tell you that they are looking? They just wander around completely blindly until they ask to be allowed to see something?
Do you not understand the difference between narration, being connected in some way, and DECISIONS?

The first two are not me deciding anything beyond one decision of what to narrate. Then they make MORE decisions.

Why is it so hard to accept that the players make more decision than the DM?
 

The difficulty in getting a quorum of players to actually consume and then use in play the setting information in these thick settings is one of the main reasons I’m against them.
Well that point I'm much more sympathetic to, I'm just not persuaded a substitute activity is acceptable. I want to play the "read these tomes before play starts" game and I want to find people who also like that kind of thing. No one is made better off by throwing someone not interested in the cost of entry into that group.
 

The thing with this is that it skirts the issue - which is: was modelling the real chances of someone being able to successfully do something even actually a consideration?

You are right that the dice mechanics are essentially binary - but the odds of success equate to percentage chances. And that leaves us with the question of whether those percentages exist as an attempt to model anything at all.

To which I think the answer is obviously no - I think it can be argued that there is some effort at modelling in 3.x DCs, but It seems obvious that skills DCs in 5E are related to bounded accuracy which exists for pure gamist reasons of solving difficulties with scale for the sake of satisfying game play. (I mean it doesn't even have specific DCs per skill - something which was taken out as a matter off deliberate decision).

Again. and again in this thread people seem to be insisting that D&D is simulationist without comparing it at all to systems that actually try to do things that D&D isn't even trying to do.
It absolutely attempts to model something. It models aprltitude and training in skill areas. The stat bonus is natural aptitude. Proficiency which goes up with experience levels, represent increase in skills as you do them.

Now it's not even close to being good at it, since they improve even if you don't use the skill. It's still a model for how skills work in real life, though.
 

I was agreeing that you raise some pertinent questions, and proposing that a step in answering them will be to

identify what makes a mechanic productive of simulationist experiences of a subject; which could differ per experience, per subject​
identify what counts as a sufficiency of such mechanics; given folk seem to be partial to some and not other mechanics​

I haven't ruled out the possibility that simulationist experiences of subjects are only identifable in play, and can't be identified in texts!
Do you have anything to say about these things?

I mean, it seems fairly obvious - doesn't it? - that simulationist experiences of subjects are only identifiable in play. Given that the experiences that are being referred to are play experiences, how would they be otherwise identified? Perhaps we could predict that a certain rules text, if followed, would lead to simulationist experiences, but that doesn't seem the same as identification.

When it come to such predictions, as well as identification of experiences that have occurred and looking for correlations, to me there seem to be some fairly well-known RPG rulebooks: RuneQuest, Rolemaster, C&S, GURPS, HERO, Pendragon. Tuovinen mentions Battletech (as was discussed upthread). But my view in this respect - that is, my nomination of candidate texts - seems to be controversial, for reasons that aren't clear to me.

I believe at that point it was mainly the notion that simulation should produce result independently of certain things. There was seemingly a dependency that broke this independence (the exact nature of this has been the topic of pages worth of posts as far as I could see and I am not sure how it concluded).

In simpler words, the presence of a map there just seemed awfully convenient.
Independent of what certain things?

And how does that relate to "convenience"? Are you now saying that if the GM decides to introduce strange runes that have useful information that makes play not simulationist, because "convenient"?

I am not grasping what you, and those other posters who seem to be agreeing with you, mean by "simulationism". Unless it just means a preference for GM narration of the fiction. But in that case, why not just come out and say it?

Some posters could have in mind experiences they equate with "simulation", that the particular example in some way impinges on.
Perhaps they do. But what are those experiences? And what makes them "simulationisit" in character?

It is not simulation as the causality is messed up. We have PC with some rune reading skill value or such (and possibly some DC or similar for the task?) and then from this we derive odds of something completely unrelated, namely the runes being beneficial or bad news. Furthermore we have the player of the reader decide the potential outcome, yet their character is not deciding it. This is almost total disassociation between the mechanical process and the process that takes place in the fiction, thus it is not a simulation.
On the odds:

Let's suppose that there is an X% chance of the character being able to read the runes, which is not independent of the character. And then there is a Y% chance of the runes being <this rather than that>, which is independent of the character. X and Y can be combined to produce a Z% chance, which is not independent of the character.

This is what D&D does this in at least some combat resolution: there is an X% chance of the character throwing a spear on target, which is not independent of the character. And then there is a Y% chance of the target dodging the spear heading towards them, which is independent of the character. X and Y are combined to produce a Z% chance, which is not independent of the character.

On the process:

As I already posted upthread, the player is not deciding what the runes say. They are hoping the runes say <this rather than that>, and the dice roll determines whether this is the case or not.

If they hope, and the GM decides that their hope comes true, does that make it simulationist? What if the GM rolls on their Strange Runes table, and the player gets lucky - does that make it simulationist? No process used at the table is going to emulate the actual process of actually writing runes. Which ones make for simulationism?

I have my own views about the answer to this question: they are based on 1000s of hours of play of Rolemaster, and a lot of play of other RPGs that involve mechanics that try hard to model ingame causal processes. But my answers tell me that, for instance, the approach to weather and the environment in TB2e is more simulationist than in typical D&D; and that Fight! in Burning Wheel is far more simulationist than typical D&D combat. Whereas in this thread I am being told that D&D combat and falling rules are simulationist-oriented rules in a way that some of those other RPGs are not.

I think causality is often messed up if we are thinking just about what we do at the table. Resolving hit locations in RQ being a clear example.
Likewise stop-motion resolution in contemporary D&D combat.

Or not knowing whether "I hit you for 8 hp of damage" is a nothing-burger or a fatal wound until we apply the result to the target's hp tally.

Or not knowing that the rope is running across a sharp stone, or that the climber is grabbing hold of crumbly rock, until after the roll to climb is made.

This is why I am having trouble working out why some of these causal "violations" are being characterised as simulationist, and some are not.
 
Last edited:

Which of the ways that you've designed and made decisions about.



The den that you decided exists and will decide what it contains. The ogre you decided exists and decided its behavior.



The potion you decided to give them and the obstacle you designed requiring the use of a jump potion.



And those 20 or 30 decisions are made based on elements that you have decided and designed, largely ahead of play, but also during play.

The GM makes the vast majority of decisions.
Sure. I make decisions, but not as many as the players. They are capable of and often do make many decisions all based on one decision of mine.

You can't be correct here. I know what I decide and how often my players make decisions. Maybe you make more than your players do, but I do not make more than mine..
 

That's a big difference I see between narrativist and simulationist approach. In narrativist play the fiction of the world to varying degrees is being built as the game is played.
Is this based on your experiences of play? Or is it conjecture?

What are your thoughts on the role of prep in (say) Dogs in the Vineyard compared to (say) what I described in my MHRP/Cortex+ game?

And how does either compare to (say) playing out a hex crawl by way of random generation of the hex map, the inhabitants etc during play?

There are RPGs that their designers intended to be played in non-simulationist ways but that rely very heavily on prep. And there are rpgs that are played without much reliance on prep, but that to me look pretty simulationist under any standard usage of that term.
 

I prefer to treat the sub-creation of the setting as real for purposes of the game.
Doesn't everyone who is playing RPGs? I mean, isn't "treating the sub-creation of the setting as real for the purposes of the game" just a fancier way of saying "pretending"?

The PCs are analogous to the people living in the universe, doing what they want there within their own ability to do so
I'm not sure why we're talking about analogy here. The PCs are imaginary people who live in the imaginary universe.

The GM is analogous to the universe
This is confusing to me, because the GM is a real person but the universe - the "sub-creation" - is imaginary. Wouldn't the GM be the sub-creator? But distinct from their sub-creation?

As the author of every part of that setting except the PCs, they control what happens there, either directly or through the mechanics of the game everyone is playing.

<snip>

representing and adjudicating everything outside the control of people in the universe (like the weather, or physical laws, or people who aren't the PCs), again either directly or through the game mechanics.
This seems to be a description of GM-driven/GM-centred play. The players declare their PCs actions, and everything else is worked out by the GM (either directly or, as you say, mediated via the mechanics).

Are you saying that this is what you mean by "simulationism"?
 

Well that point I'm much more sympathetic to, I'm just not persuaded a substitute activity is acceptable. I want to play the "read these tomes before play starts" game and I want to find people who also like that kind of thing. No one is made better off by throwing someone not interested in the cost of entry into that group.
More power to you if you can pull it off.

For my life experiences, I usually start with the group, and then we pick games that fit the group. And all of my groups have multiple people who are not going to consume chapters of lore just to make a character.
 

Pets & Sidekicks

Remove ads

Top