This is from the Sorensen manifesto:
Whether or not this is a full account of simulationism, I think it is recognisably an account of one sort of simulationism. And it is very demanding:
The reason I say that this is demanding is that (as discussed upthread) it excludes non-causal-modelling resolution processes. It also excludes the GM from "nudging" things by decisions about scene-framing or outcomes - scene/situation has to flow from setting via application of ingame causal considerations. I think this is assumed to be via map-and-key play, but perhaps there could be another way of doing this?
In Tuovinen's terms, it maps to mechanical simulation. Storytime is ruled out, due to the constraints on the GM. So is "princess" play that spotlights and celebrates characters. "Dollhousing" is ruled out, as that depends upon non-"diegetic" changes to the world, like adding things into the game via points calculations. Setting exploration is also excluded, I think, unless mechanics can be conceived that will make the setting "run" without the need for any GM tweaking or fudging.
It's not a criticism of Sorensen to point out the demanding nature of his principles. But I think it distorts the conversation to downplay that demanding nature: especially the demands it places on the GM.
2. Restrict the non-diegetic means by which the world can be changed.
Characters and systems can, obviously, affect the fictional world. As they move through and act upon the world, the world changes to reflect those actions. These changes can occur as a result of both the players’ characters and the GM’s. Likewise, diegetic systems of the fictional world—law, magic, weather, economics, and so on—can change the world, too. Let these run wild! Embrace the unexpected, the unpredicted, the unknown. Allow your world to shine in its transience!
Outside of diegetic in-character actions, players cannot change the world. The world is sacred: it is apart and cannot be altered except by those forces from within the fictional world. At no point should the world change simply because the rules dictate it so.
3. The GM is a referee, not an author - they too are subservient to the fictional world
The GM is a player. Accordingly, they are restricted in their non-diegetic ability to change the world, just like every other player.
If the GM is also author, designer, and creator of the fictional world, they must adhere to the fictional world created before play begins. Once at the table, the world cannot be changed except by purely diegetic means.
When you as GM are struck with the urge to alter the fictional world outside of your diegetic methods, resist the temptation!
4. Rules, systems, and mechanisms are abstractions of the fictional world, not structures or orders for players.
All rules are abstractions of a larger, more complex fictional reality. They exist to ease complicated processes into something that can be more easily played with—and nothing more.
Characters and systems can, obviously, affect the fictional world. As they move through and act upon the world, the world changes to reflect those actions. These changes can occur as a result of both the players’ characters and the GM’s. Likewise, diegetic systems of the fictional world—law, magic, weather, economics, and so on—can change the world, too. Let these run wild! Embrace the unexpected, the unpredicted, the unknown. Allow your world to shine in its transience!
Outside of diegetic in-character actions, players cannot change the world. The world is sacred: it is apart and cannot be altered except by those forces from within the fictional world. At no point should the world change simply because the rules dictate it so.
3. The GM is a referee, not an author - they too are subservient to the fictional world
The GM is a player. Accordingly, they are restricted in their non-diegetic ability to change the world, just like every other player.
If the GM is also author, designer, and creator of the fictional world, they must adhere to the fictional world created before play begins. Once at the table, the world cannot be changed except by purely diegetic means.
When you as GM are struck with the urge to alter the fictional world outside of your diegetic methods, resist the temptation!
4. Rules, systems, and mechanisms are abstractions of the fictional world, not structures or orders for players.
All rules are abstractions of a larger, more complex fictional reality. They exist to ease complicated processes into something that can be more easily played with—and nothing more.
Whether or not this is a full account of simulationism, I think it is recognisably an account of one sort of simulationism. And it is very demanding:
*The only permitted resolution systems are those which model in-fiction causal processes [4];
*No resolution or other process may involve a change in the fiction except for to the extent that it models an in-fiction causal process [2, 4];
*The GM is as constrained in this respect as the players [3].
*No resolution or other process may involve a change in the fiction except for to the extent that it models an in-fiction causal process [2, 4];
*The GM is as constrained in this respect as the players [3].
The reason I say that this is demanding is that (as discussed upthread) it excludes non-causal-modelling resolution processes. It also excludes the GM from "nudging" things by decisions about scene-framing or outcomes - scene/situation has to flow from setting via application of ingame causal considerations. I think this is assumed to be via map-and-key play, but perhaps there could be another way of doing this?
In Tuovinen's terms, it maps to mechanical simulation. Storytime is ruled out, due to the constraints on the GM. So is "princess" play that spotlights and celebrates characters. "Dollhousing" is ruled out, as that depends upon non-"diegetic" changes to the world, like adding things into the game via points calculations. Setting exploration is also excluded, I think, unless mechanics can be conceived that will make the setting "run" without the need for any GM tweaking or fudging.
It's not a criticism of Sorensen to point out the demanding nature of his principles. But I think it distorts the conversation to downplay that demanding nature: especially the demands it places on the GM.