I mean, it looks like it's supposed to be a "gotcha", about how the game will break (and similar posts were made upthread in response to the runes example, and over the years as well as 1,000,000 gp I've seen holy swords and other D&D-esque goodies). But as I already posted, in the same game as the strange runes the rune-reading PC succeeded in a roll to establish, as an asset, the dark elves' stash of faerie gold, which he ran away with, leaving the other PCs stuck in a fight at the bottom of the dungeon. The action declaration wasn't ridiculous, and its resolution didn't break the game.
And to bring this back to "simulationism": why is what I've just described not simulationist? The game participants had a conception of the dark elves at the bottom of the dungeon, Vault of the Drow style. That conception was explored and developed; one of the participants introduced as part of that the idea of them having a stash of gold; and then the game system allowed that idea to be given concrete form in play. That is "heightened appreciation" of a subject matter. (As per
@clearstream's conception of simulation in RPGing.)
Where is this notion of breaking the game coming from? My notion is that such instances here was only that they were not simulationist and that I dislike the mechanic for that reason.
Also, thanks for another great example.
I've said before that simulation is about intent. That we could have 2 ficitonal outcomes be identical and one be simulation and the other not. So the first question is, what simulative intent did your player have for establishing the stash of gold? I would count something like extrapolating that Drow likely have a treasure stash as simulative. It would be akin to asking the DM the question of, do I see a Drow treasure stash here, a detail he may have not considered (likely should have) and thus could correct if it was deemed extremely probably such a thing should exist given the rest of the fiction/genre/etc. As an example of what I would not count, trying to establish the existence of the treasure so the character could have a cool defining moment in running off with it.
The second question though is how the mechanics map to the fiction. In this case the mechanic is one of simply authoring. On a success the player authors X where X can be any of a broad array of possibilities that falls within some relatively small set of constraints. The runes could have summoned a powerful ally. The Drow may have taken prisoner some powerful being. Etc. Attempting to enumerate ways mechanics map to the fiction
A)
External cause - if the goal of play is to simulate the player being their character then they should as the player only effect the fiction through their character. While reading the runes would count, establishing what they runes mean (or influencing that by establishing it on a success) would be out. Making a single ability that essentially does both is as far as I can tell design intended to obscure that this is actually occurring. The more
External Cause occurs the more simulative the game is.
B)
Specific fictional result - More simulative mechanics specify not just that something happens but what that thing is. This goes toward success with complication implementations. Random encounter roll came up Orcs, as opposed to random encounter DM choses for some non-simulative intent. And yes, this also applies toward hp, hp is not as simulative as many non-hp systems (but 1. hp isn't devoid of all simulative properties and 2. some aspects of 'more simulationist' can in practice be sacrificed for gameplay concerns while still maintaining a high degree of simulationism).
C)
DM as Mechanic - this can be either, it wholly depends on the DM's decision process. His decision process may either be simulative or may not.
D)
More than Plausible - a minimum to simulation (and maybe rpging in general) is the low bar of plausibility. Greater simulation would entail either weighting the probabilities appropriately or if choosing an event then choosing the one that is by far one of the most plausible.
E)
Mechanic Description Matches Fiction - Example: a skill for your characters ability to pick locks should only directly affect whether you pick locks. If employing that skill does more than that then it's less simulative than one that does.
F)
Intent - I spoke about this above but why you are doing something matters, not just what
G)
Accuracy - Mechanics/processes that are more accurate in their results (actual and probabilistic) are more simulative.
Can anyone think of any others?
I would say that games featuring more features having more of these properties are more simulative than ones that don't.