Who say there have to exist a meaningfully analytical category related to the concept of simulation?
I have taken that to be a premise of the exercise that you and
@clearstream are engaged in, of discussing what makes RPG play "simulationist".
Oh. I almost misread you there. I first tought you were talking about general play of the rpg, but you are apparently talking about the particular
instant of play. This changes my answer.
<snip>
I don't think it is possible to take
@clearstream 's concepts of simulationistic
experiences and usefully translate that to a way to label an
isolated moment of play as "simulationistic".
I believe it might be possible to look at certain instances of play, and look for simulative value in them. I am afraid we are far from having the kind of framework needed in terms of common langue to get good traction on that project, tough.
My notion of looking at how rules can support a given simulation was an attempt at starting a conversation I tought might lead in a direction usefull for such a purpose
Experiences occur during moments of play. If some extended period of play is supposed to be simulationist, in virtue of the experiences that it contains, then presumably we can point to candidate experiences.
I've pointed to a rules framework - namely, Marvel Heroic RP and a fantasy hack of it- that supports simulative experiences: immersive and noetically satisfying ones. But there seems to be a widespread consensus, of which you are a member, that the moment of play, the play overall, the rules, etc were not simulationist. I'm trying to work out what that consensus is based on.
Multiple posters in this thread have pointed to examples of play from Burning Wheel as not being simulationist. You appear to do so here, with your reference to Circles tests and Wises tests.
But by
@Enrahim's and
@clearstream's accounts in this thread, those episodes of play
are simulationist because (i) they foster immersion and (ii) they foster understanding and appreciation of the subject matter of the shared fiction.
I do not want to be associated with that claim.
For one thing, it is far from obvious to me that (i) and (ii) is applicable to the situation.
Another thing is that (ii) appear to be (modified) GNS, which I do not like being mixed into the context of clearstream's experiences.
My (ii) is taken straight from
@clearstream. See, as just one of probably a dozen or more examples, this post, which you "liked":
D&D General - [rant]The conservatism of D&D fans is exhausting.
When you say that (i) and (ii) are not applicable, are you saying that I am wrong in saying that various examples of play I've described fostered immersion and fostered understanding and appreciation of the subject matter of the shared fiction? Because I was there and I know that they did!
The obvious attempt of such a translation is "Can a player have one of the simulative experiences in this moment of play?". However with such a criterion even then play of making a move in tick tack toe could be labeled "simulationistic". Two players might be playing as a side activity to pass the time waiting for their turn while playing a highly immersive rpg, and tick tick toe is so second nature to them that they can perform the moves without breaking immersion. This just as many report rolling a dice is not immersion breaking for them.
I think that comparing the play of MHRP to (say) a side-game of noughts and crosses is pretty ridiculous. I am not suggesting that the moment of play I described is simulationist despite what happened during it. I am suggesting that it ticks the boxes for immersive and noetic satisfaction
because of the game play that occurred during it.
So if it nevertheless does not count as a simulationist experience, or a constituent element of a simulationist experience,
why not?
I speak more to the specific mechanics in dispute. Depending on how often and fundamental those mechanics come up would depend on how simulationist I think it is. I don't know the game well enough to answer that.
But why do those mechanics undermine simulationism in RPGing? What makes (say) the GM deciding, or the GM rolling on a table (an encounter table, a "strange runes table", etc), more
simulationist than working out who is met, or what the facts in the fiction are, by rolling a Circles test or a Wises test?
I don't think I've seen an answer to this question. (I've suggested one, but because it draw on Ron Edwards's ideas about "simulationism" it's been rejected by most other posters.)
The point of noting this is? Are you wanting to pit me against them? Are you just trying to say my definition may be wrong? To show that simulationist is a not well defined and agreed upon term? Because I agree it's a not well defined term that multiple people use different ways.
I'm also fairly certain that both of them are using simulationist more holistically than a single experience. I'm not. I believe we can look down to individual mechanics and instances and determine what if anything they simulate. Though I also believe we could classify a game as more or less simulationistic than another based on how many such mechanics and instances they have (including taking into account the negative space examples (X thing actively hinders simulation), which might be even more important here).
I am simply trying to understand what you, or anyone else, means by "simulationism".
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 player, as his PC, wanted gold and took it as obvious that the dark elves would have some. Hence the player declared the action that he did: my recollection is that he tricked one of the drow into taking him to the gold, and then he stole it. I don't know whether or not you count that as a "simulative intent".
I'm sure the player also thought it would be fun to have his PC steal the gold: doing things that are fun is a pretty common motivation in RPGing, in my experience.
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.
My issue with your "player only affects the fiction through their character" criterion is that it is applied selectively. Upthread the weather has been discussed: only because the player has their PC step outside does the GM bother to narrate some weather; so that is the player affecting the fiction in a way that does not correlate to their character's in fiction causal powers.
So something needs to be said about why GM intermediation - the GM narrates gold as prompted by the player, for instance - yields simulation, when a process initiated by the character but not mediated by the GM does not. I mean, suppose a player in classic D&D plans out the building of their castle, following the stronghold building rules found in one of those classic rulebooks. The player draws the maps, works out the cost based on the various lists and charts, etc: to me this seems to be an obvious instance of simulationist play.
Eero Tuovinen would classify it in that way. But it is not mediated by the GM. And it involves the player dictating events external to their PC: the efforts of the hirelings they have hired to build the place; the absence of earthquakes or storms that undo those efforts; etc.
If simulationism is confined to something along the lines of: learning, via the play of one's PC, about the elements of the fiction as narrated and/or extrapolated by the GM, then I can see why GM mediation becomes central. But that seems like only one mode of simulationism - it doesn't capture the stronghold building example at all, for instance.
I've been thinking in terms of "separate" from player-character. That can include GM and system, but also other players, references, separated cognitive processes...
As I've posted upthread and reiterated in this post, I don't see why there is any relationship between "simulation" and "separate from the player". Playing referee-less Classic Traveller is pretty simulative - it combines elements of Tuovinen's dollhouse (the starship and crew, travelling from world to world) with elements of mechanical simulation ("purist for system"; Edwards also identifies "setting-creation and universe-play mechanisms" as a mode of simulationist play:
The Forge :: Simulationism: The Right to Dream)
Obviously some modes of play require separation from the player: eg GM story hour, or setting exploration where the GM is the one who "channels" the setting. But these don't exhaust simulationist play.
When we look at the stronghold building example, it's not ever separation from the player's play of their character: the player drawing up the maps, calculating the cost etc is
representing the decisions that their PC makes. But this doesn't stop it being simulationist play, even though it is not mediated by a GM or any resolution process.
The idea of "simulationist" is there is always weather. The DM doesn't need to determine it if the PCs are not in a position to observe it, because a human DM is not omniscient. That's why it is a simulation of reality, and not the reality itself.
Likewise there is no need to determine what the runes say until the PCs try to read them.
The PC reading the runes doesn't cause them to say anything, any more than the PCs stepping out the door causes it to rain. (That is, it is no more "Schroedinger's runes" than it is "Schroedinger's rain".)
Now can someone tell me why, to count as a simulation, it has to the
the GM who decides, or rolls on the random table, or whatever?