Hussar
Legend
Sorry, going to break my answer into two parts because I have two different answers for you @Faolyn.
The more personal answer is that I do appreciate sim systems. I LIKE them. I've played a lot of them. GURPS, Palladium, Warhammer Fantasy, even a brief stint of Harn. And these systems, which everyone, I think, agrees are sim leaning, are different from D&D. And what generally for me differentiates them is that the systems guide the narrative. It's not "I just make stuff up" when you play these systems. That's WHY I play these systems.
So, to then be told that, Oh, well, no, sim is so much more than that. Sim is just synonymous with RPG. Because all RPG's have mechanics that determine outcomes, and all that is required for Sim is for mechanics to produce outcomes, then all the RPG's I like are Sim is very, very often the path that's trod. It very often comes down to tribalism. Sim=good. What sim actually is is a nebulous cloud of preferences that changes depending on the mood.
I'd prefer a more concrete definition than that. And, to me, the point that sim games share is that sim games produce guidance to the narrative beyond, "make naughty word up".
The more personal answer is that I do appreciate sim systems. I LIKE them. I've played a lot of them. GURPS, Palladium, Warhammer Fantasy, even a brief stint of Harn. And these systems, which everyone, I think, agrees are sim leaning, are different from D&D. And what generally for me differentiates them is that the systems guide the narrative. It's not "I just make stuff up" when you play these systems. That's WHY I play these systems.
So, to then be told that, Oh, well, no, sim is so much more than that. Sim is just synonymous with RPG. Because all RPG's have mechanics that determine outcomes, and all that is required for Sim is for mechanics to produce outcomes, then all the RPG's I like are Sim is very, very often the path that's trod. It very often comes down to tribalism. Sim=good. What sim actually is is a nebulous cloud of preferences that changes depending on the mood.
I'd prefer a more concrete definition than that. And, to me, the point that sim games share is that sim games produce guidance to the narrative beyond, "make naughty word up".