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

I don't think I ever commented the cook example. I do not think that using the roll to measure the time being used is non-simulationistic. Now if the roll also generates someone to be there to notice it, it might get iffy, but I think this is more about the "zoom level" of the game rather than whether or not it is a simulation.
I guess I don't understand what you mean by "the roll also generates someone to be there to notice it"? Like if someone is breaking into a castle and they fail a stealth roll, does that "generate" a person to detect them, when they can't yet see what's on the other side of the wall they're climbing or the like?

I actually agree with some of what you're saying here. I think the issue most easily arises in hyper specific systems such as Rolemaster, that go into very great detail about everything and give very specific answers which nevertheless might be "wrong" given the context. This is one reason why I approach more broad-stokes simulation that leaves the details more malleable, so that the mechanic can represent different situations.

Of course, simulation does not necessarily be accurate into the real world realism, as long as it sufficiently represents how the things work in the given fictional setting.
Cool. But that does then lead into the question, why is it such a problem for a system to integrate narrative concepts? Those could just be representing how things work in a particular setting, because that setting is just innately about some particular thing. (Consider, for example, how the setting of Exalted pretty much literally involves bored and distant gods intentionally messing with mortals as part of a great game between themselves.)
 

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Funnily enough, in addition to being able to search the pdf, I can also provide a complete combat cheat sheet I used extensively in play, while playing the game. Interestingly, it's full of modifiers. But what would I know? If one person claims modifiers are rare, clearly all my actual evidence must be wrong, somehow.
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Or, lets look at Psionic Powers. Page 6, How Psi Works. The first half of the page is given to discussing modifiers.

-1 for every other ability in the same power (unless passive). Cumulative penalties for repeat attempts. Bonuses for touching with ranged powers. Additional bonuses for extended contact, skin-to-skin and more. Bonuses for using extra time. Oh, and "All normal skill penalties for shock, stun, etc,. apply to psionic skills. In addition, the GM should assign appropriate task difficult modifiers..."

Yeah, no modifiers anywhere.

Lets go check Ultra-Tech. I skimmed the contents, and then went to Using a HUD, p24. Oh, look, it provides "+1 to skill rolls when reacting quickly to information is important – maneuvering with a thruster pack, for example. Driving, Piloting, and Free-Fall skill rolls often benefit from a HUD."

Not occasionally, not rarely. "Often."
 
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I have only the most niggling of disagreements with your otherwise neat formulation. Process-simulation aims to mechanically represent the significant contributing elements that exist in the fiction.

Like I've said before, I think that is the only coherent definition of simulationism. Edwards made a big mistake in lumping genre emulation and other such things in simulationism, as it just leads to "everything is a simulation" and the term becomes utterly useless.
 

I guess I don't understand what you mean by "the roll also generates someone to be there to notice it"? Like if someone is breaking into a castle and they fail a stealth roll, does that "generate" a person to detect them, when they can't yet see what's on the other side of the wall they're climbing or the like?

Presumably it was predetermined that there are people in the castle so in that sense no. But like I said, it is matter of zoom level. If we operate on the level where there are specific predetermined people in the castle in predetermined locations then suddenly adding a cook in place where they were not previously determined to be certainly feels like the roll "generates" the cook. But if we operate on more zoomed out level and there just are some nebulous people in the castle in nebulous places then it feels less like that. I think the disagreement mostly stemmed from these differing initial assumptions.

Cool. But that does then lead into the question, why is it such a problem for a system to integrate narrative concepts? Those could just be representing how things work in a particular setting, because that setting is just innately about some particular thing. (Consider, for example, how the setting of Exalted pretty much literally involves bored and distant gods intentionally messing with mortals as part of a great game between themselves.)

It could. And in some cases that could work. But I think in many cases it would become weird. Like wouldn't the people in Pemerton's setting eventually figure out that actualisation actually works, and what they wish and fear is greatest determining factor for outcomes? Also in many games it would lead to Deapool type behaviour where the characters become aware that the world runs on "plot logic."
 
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"Hopes being accurate" doesn't make sense.

Exactly. A conjecture. Not a hope.

These two situations are very different: "OH, runes. I think from what I know from before that it might be some map. Hope I am right. Let me try to decipher them." and "OH, runes. Wonder what they say? A map would have been really nice now, fingers crossed".

Your description made it sound like a hope. If it was indeed a conjecture, that indeed might change everything.

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Edit: I went back, and found that the original formulation actually used was "guess"

However in trying to find this I also see that you have repeatedly refered to it as "hope". Maybe most importantly when you introduced this example into this thread:

This likely contributed to confusion, if you indeed have meant conjecture all the time.
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Come on. I merely pointed out that whatever misguided argument might have been based on that rule 3 is completely invalid for the runes case. You still have a whole a whole barrage of other arguments based on various understandings of "similationist" to handle ;P

But using conjecture even more highlights the difference between d&d and the runes because we can easily spot the differences from conjectures in d&d and the runes conjecture.

A conjecture in d&d is either supported by actual fictional details or not. If not (as in the runes example) then the single detail that the conjecture was made by a supposed expert isn’t the relevant fiction, it’s that a supposed expert made a wild guess based on no evidence at all other than a gut feeling. In this case the expert status of the conjecturer is unrelated to the truth of the conjecture.

In the case where the conjecture is based on relevant fictional facts, then an expert is more likely to form the appropriate conjecture. But it isn’t true that whatever conjecture he makes is more likely. The mechanics in the runes example would simulate the later (whatever conjecture he makes is more likely true, as evidenced by the notion that he could have declared any number of other conjectures). That’s a subtle but important difference. In 5e d&d the investigation check would simulate the former, having relevant facts and forming the appropriate conjecture based on them.

Important note: if it actually is true in the fictional world that no matter what an expert says it’s more likely true, then I’d agree that the runes example was simulative in such a world, but that’s not the case in the runes example and thus why it’s not a simulation of the fictional world.
 
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I am confused. You seem to argue using the critical roll against the PC as an input to narrate something diegetic into the situation, makes this mechanics diegetic? I thought that was exactly what I tried to propose as the potential intended understanding of the terms?
Perhaps I did not speak clearly.

This is a situation where people often claim they would, solely because they are direly pressed, choose to fudge. Namely, that they know with absolute certainty that a player is having a Bad Time, would have a Significantly Worse Time if their character were suddenly one-hit-killed by an enemy, and the stars just happened to align against them in that moment. Under those circumstances, the GM will simply lie to the player and tell them the attack missed, or hit but did minimum damage, or whatever else. That's fudging. They straight-up ignore the mechanics and declare the world is different by pure fiat. That choice, to fudge, is not and cannot be a diegetic part of the world, because in its very act, it is secretly denying the players the ability to connect cause and effect within the world.

By instead explaining how (even if "you don't know!") the character SHOULD have received a lethal blow...but somehow didn't, somehow survived an attack that they're certain would have been lethal, it is now known both to the character that they survived a thing they shouldn't have, and known to the player that a GM intervention occurred for reasons that will be relevant to the future of the campaign (whatever those reasons might be, ideally prepared in advance, but if necessary improvised in the moment and fleshed out later.)

And this can clearly happen in D&D?

So what isn't that doesn't pass muster? For the record I was contemplating editing the translated D&D example to "Make a diegetic narration that describe the aftermath of a failed climb attempt" to prevent time travel shenanigans, but found that formulation to be too limiting in terms of describing the "here and now" of the situation.
The instruction to make a diegetic narration is the milquetoast thing. It's a non-entity.

Like if that singular instruction is enough to make a mechanic diegetic, then literally all mechanics ever can be made diegetic by inserting a single sentence, and the very concept of "diegetic" becomes meaningless, as literally anything can be wished away simply by the GM paying attention to the content of the scene. If that's an adequate measure, "diegetic" never really meant anything to begin with. I'd rather keep "diegetic" as meaning something and expect a higher standard.

Is it this kind of trouble that make the formulation not pass muster? In that case I think you can easily find other common GM guidance that also indicate something to this effect, that can be added into the translation in order to make D&D recognisably "diegetic"..
What does a climb check tell you about the specific details of the result from the process? What does the perception roll tell you about the specific details of the result from the process?

As far as I can tell--nothing. Nothing whatsoever. You can elect to use incidental modifiers, should any apply. You can elect to describe on the basis of the particular sense that the player described using (assuming the player did in fact describe this, and the roll wasn't called for other reasons). But nothing about the mechanic actually tells you anything about how the success or failure happened. It simply tells you that it did.

With my example (of the goblin surviving the critical hit), that is the GM turning their fudging from an unequivocally non-diegetic GM action, into an unequivocally diegetic one, because there is now interference within the world. Instead of fudging being a split-second retcon, it's a thing actually part of the game reality, which players can learn about. Players could ask questions like, "Why did the goblin suddenly hulk out?" or "Can we do that when we take lethal damage?" or others.

I called that instruction--your "Make a diegetic narration that describe[s} a failed climb attempt"--"milquetoast" for a reason. It makes every mechanic diegetic whenever the GM declares it to be. That's an inadequate standard to me. There needs to be something more than that. With my example, the GM is taking something genuinely invisible to the rules, invisible to the players, and giving it concrete, observarble-within-the-world weight. That looks a heck of a lot more like the "establishing that this music is actually being heard by the characters" of diegetic music, than, for lack of a better analogy, the director having a voice-over which tells the audience "yes, Jane was directly aware of the music you're hearing, she'd heard it all her life." The latter is at the very least too ham-fisted and external to qualify as achieving diegesis, even if the technical effect is that we now know that Jane is aware of the music.
 

Like I've said before, I think that is the only coherent definition of simulationism. Edwards made a big mistake in lumping genre emulation and other such things in simulationism, as it just leads to "everything is a simulation" and the term becomes utterly useless.

Then no world with magic, dragons and wizards can be a simulation?
 

Then no world with magic, dragons and wizards can be a simulation?

They can. Process sim is about simulating the world as it is, diegetic things in it, so if the world in question contains dragons and magic, it has to simulate them. What it does not simulate is narrative elements, plot armour, dramatic twists, no one realising that you're a famous superhero if you wear glasses etc.
 

They can. Process sim is about simulating the world as it is, diegetic things in it, so if the world in question contains dragons and magic, it has to simulate them. What it does not simulate is narrative elements, plot armour, dramatic twists, no one realising that you're a famous superhero if you wear glasses etc.

At that point wouldn’t a world in which genre was the world truth, wouldn’t simulating those genre elements through process be diegetically simulating the world?
 

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