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

You break the sim by drawing acausal odds from stats that supposedly measure diegetic things.
Odds don't measure causality. They measure likelihoods, correlations etc. I already posted an example upthread: Einstein doesn't cause the universe to be as it is. But his conjectures about how it is are more likely to be true than mine.

There are many models that are used - "simulations", if you like - that work by tracking correlations that are not causal.
 

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To be fair there are probably alot of simulation elements in those games. I don’t dispute that. What I say is that if this kind of runes-like procedure is common then that part devalues the rest of the simulative elements. It’s basically the elephant in the room at that point. If it’s not common I’m probably fine if something like that rarely happens, but to my understanding it’s fundamental to narrativism, which is where I see the conflict with sim as a whole.
As I posted not very far upthread:
You (@Enrahim) talk about "how a simulation should behave". Oxford Languages, via Google, gives me:

simulation = imitation of a situation or process.​
"simulation of blood flowing through arteries and veins"

The situation or process in this episode of play is a character who stands out for being a Solitary Traveller and a Cunning Expert (given that these descriptors are there on the PC sheet) comes upon Strange Runes while Lost in a Dungeon, and tries to read them based on a conjecture that they might reveal a way out.

And that is what has been imitated, in building the pool of dice with the intention of using a successful effect die to reduce or eliminate the complication.

If someone wants to insist that, because the player is not reasoning and discovering there is no simulation of the character reasoning and discovering, then they are using the word "simulation" in some non-standard sense that needs explanation. I don't see how the role of the GM in authoring backstory is not going to be part of that explanation.
You only get a "conflict with sim" if you insist that the player is not allowed to introduce or prompt, but rather must only discover (from the GM) backstory elements.

Now I would ask the resident experts on narrativism if any such narrativist game that doesn’t do this or commonly do this exists, but given their take that there is no difference with runes-like examples and d&d then they aren’t really in a position to answer such a question for me.
If you are asking "Is there an example of typical narrativist play which mostly consists in the players declaring actions for their PCs that will prompt the GM to narrate backstory elements, so that the players can then manipulate those elements to overcome challenges so as to achieve goals", I think the answer is "no". Because that is, by definition, not going to be narrativist play.

Way upthread there was some discussion of this from John Harper about Apocalypse World. You will see that it illustrates that's games use of "asking questions":

In Apocalypse World, the players are in charge of their characters. What they say, what they do; what they feel, think, and believe; what they did in their past. The MC is in charge of the world: the environment, the NPCs, the weather, the psychic maelstrom.

Sometimes, the players say things that get very close to the line. Usually this happens when the MC asks a leading question.

MC: "Nero, what do the slave traders use for barter?"
Player: "Oh man, those [freaks]? They use human ears."


That's a case of the player authoring part of the world outside their character, however -- and this is critical -- they do it from within their character's experience and frame of reference. When Nero answers that question, he's telling something he knows about the world.

Compare that exchange with this one, which is crossing the line:

MC: "Okay, Nero, so you get the box of barter away from the slave traders and haul into the back of the truck."
Player: "Cool. I open it up."
MC: "Okay. What do you see when you open it?"
Player: "Um... uh, a bunch of severed fingers?"


See the difference? In the first case, the MC is addressing the character and asking about some knowledge he has. In the second case, the MC is fully turning over authorship of the world in-the-moment to the player, which is not part of the player role in AW.​

The rules for authority over backstory/setting in that game are pretty clear (from p 109):

Apocalypse World divvies the conversation up in a strict and pretty traditional way. The players’ job is to say what their characters say and undertake to do, first and exclusively; to say what their characters think, feel and remember, also exclusively; and to answer your questions about their characters’ lives and surroundings. Your job as MC is to say everything else: everything about the world, and what everyone in the whole damned world says and does except the players’ characters.​

I assume, though, that you will say that a simulationist and immersive approach to play requires the players to ask the GM what their PCs know and remember and think is a plausible conjecture relative to setting and backstory.
 

Odds don't measure causality. They measure likelihoods, correlations etc. I already posted an example upthread: Einstein doesn't cause the universe to be as it is. But his conjectures about how it is are more likely to be true than mine.

There are many models that are used - "simulations", if you like - that work by tracking correlations that are not causal.

Yet in your game Einstein indeed would cause things to be as he postulated. You cannot just reverse the causality and pretend that it doesn't matter.

Also, do experts in your game always postulate things beneficial to them? I bet that most of the time they do. Because the players know that they have the power to affect the reality this way. In real life experts do not do that, they postulate good, bad and neutral things, as they just analyse the evidence instead of dictating the reality. The decision spaces are completely different!
 


It always seems to end up being negotiation when you get down to it. Propose an outcome, haggle over whether it's within parameters, propose a fail state, propose a mitigated outcome, throw a roll somewhere in the middle to pick one of the negotiated situations.
I may be mistaken but that is likely the case when gamism takes centre stage.
It is something I'm leaning more towards to break my own expectations and biases.
 

there’s quite a bit of denial that such a difference even exists.
No. There is a denial that there is some asserted "disconnect"..

Hard to have different play stem from something which is the same in both games. Yet we all agree there are playstyle differences so their must be some rules/mechanics differences
I've posted clearly, throughout this thread, what the principal differences are:

*GM authority over backstory and setting;

*An important activity in play is for the players to declare relatively low-stakes actions that will prompt the GM to reveal setting/backstory details to them;

*As those setting/backstory details are revealed, the players will be able to conjecture (with more or less confidence) as to what is at stake in the situation their PCs are in;

*The players will try to overcome the challenge/obstacle that the situation presents, so as to win whatever is at stake - this will consist in some combination of manipulating setting elements revealed by the GM and using mechanically-defined PC abilities;

*As the players overcome challenges/obstacles via the play of their PCs, they get closer to the "finish line" which is the attainment of some or other overarching goal.​

This is a very, very mainstream approach to play. It's well known. The most recent poster to describe a version of this play in this thread (I'm somewhere around post 20040) is @Emerikol. But Emerkiol is not the only poster in this thread to approach play in basically this fashion.
 

I think the core fault line is whether one wants to try to correlate the player decision space with the character decision space or not.
I love this. It's why I don't play RPGs where player decision-making is very heavily shaped by metagame considerations like "finding the adventure" or "working out what the GM thinks is the real stakes in this situat9ion" or "we need to not split the party".
 


I love this. It's why I don't play RPGs where player decision-making is very heavily shaped by metagame considerations like "finding the adventure" or "working out what the GM thinks is the real stakes in this situat9ion" or "we need to not split the party".
Yeah, me neither.

(OK, the last one might have some meta justifications going for it sometimes.)
 

The game was deliberately emulating/evoking ideas from classic D&D: eg Castle Amber, Tomb of Horrors etc.

But as @clearstream, @Gimby and I have also posted, the episode could equally be straight out of the LotR Moria episode.
In that fiction the character found runes that were useful but in no way did they decide what the runes would be or do. They had to figure out the puzzle to get open the door, they didn't come across some random runes on a cliff and say "Gee, it sure would be nice if these runes opened into the old dwarven mines." Same with the modules, the runes they came across had predefined meanings, not whatever the player hoped for.

They are not at all the same.
 

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