EzekielRaiden
Follower of the Way
Though I will note, it has emulated pulp stories in a variety of ways, as I use the term "emulation". Which is one of the reasons why I think emulation and simulation need to be separated.Oh, I'd forgotten about this one.
Conan at no point was EVER a weak fighter. He was never 1st level, nor did he get particularly better or stronger from day 1. He was a pulp hero - which means he was a superhero from the outset and stays that way in every story. He gets freaking crucified in the first story and lives - a feat no other human could perform.
D&D has never simulated pulp stories, like at all.
"Simulation" is specifically about modeling. It's about trying for an accurate representation of a situation. That's why people always bring up the "physics engine" thing, even though very few sims are ever anywhere near that detailed. That's the heart and soul, what it dreams to be, even if it cannot actually be. Things like genre conventions, themes, motifs, style, do not have a place in "simulation". That gums up the works, that gets in the way of modeling a world that runs on systematic rules.
And that's where "emulation" comes in. Emulation is about those things. Sometimes, the genre conventions will include substantial efforts toward realism, or at least the superficial appearance of it; that's where we get hard sci-fi, for example. Larry Niven's Known Space oeuvre, for example, is an effort to reconstruct space opera, a naturally VERY unrealistic genre, under hard sci-fi requirements. (Some will dispute it being true hard sci-fi, since Niven invents unrealistic materials like scrith to resolve physical problems with the ring, but that he cared about explaining it in the first place is close nough for most folks.) "Dark fantasy" works, particularly political-focused ones, form another genre that aims to inject the unhappy, problematic, off-putting sides of how IRL medieval history worked (though they often go overboard into "Dung Ages" territory, following the false and hollow pop-history perspective on what the Medieval Period was like.)
Both things have stuff in common. Both emulation and simulation place a pretty high premium on some kind of mechanical exploration that isn't really present in other approaches. Both aim for an open-ended sort of feel, where something (a thematic experience for emulation; an authentic process for simulation) should just naturally drop out of play when you follow the rules, if the rules are well-written. Both have a skeptical eye toward, for example, openly gamist elements that are there only to make raw gameplay easier/smoother/more enjoyable without directly contributing to the thing-that-drops-out-of-play.
But because their aims are different, even though they share some methods/concepts, lumping them together leads to more confusion than separating them, IMO and IME.
Early D&D wanted to emulate the feeling of the stories from Haggard and Burroughs and Dent (and Tolkien, though Gygax himself apparently did not like Tolkien's work.) It encodes genre conventions from these things, not all of them, but a lot of them. GP=XP is one of the biggest, and that has subtle effects across the system (like the fact that armor is functionally an XP penalty you wear in order to increase your survival--as are hirelings who will demand payment.) The inclusion of Alignment, an otherwise pretty massive intrusion in violation of the alleged absolute sanctity of player control over their characters, is another great example, there to emulate the enforced, grey-and-grey morality in Moorcock's work (we want a balance, one that favors Order over Chaos...but doesn't snuff out Chaos.)
But these things, despite being emulation tools rather than simulation tools, have become so hard-coded into the cosmic microwave background of what it means to be "D&D", that people no longer see them as that. They see them as necessary simulation tools, when they're nothing of the sort.
Last edited: