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[rant]The conservatism of D&D fans is exhausting.
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<blockquote data-quote="Hussar" data-source="post: 9707162" data-attributes="member: 22779"><p>There are two problems I see with this. The first is a slight mis-statement on your part. I did not say that FKR GM's must be above average. I said they must be experts in their field. And and FKR GM can only run games in their field of expertise. That's the weakness of the system. Sure, if you have an expert in the field who can reliably rule on what is plausible and not, backed up by knowledge and expertise, then fair enough, that works as a simulationist system. We do that all the time in job training for example. Heck, army training relies on exactly this sort of thing all the time. We do this in the education field all the time as well. </p><p></p><p>But that brings me to the second problem. This idea that running a simulationist game is somehow superior to other kinds of games. That you need "strong knowledge" of a setting in order to run a game in that setting. If it's a homebrew setting, in order to have "strong knowledge", the GM needs to put in all this work in order to build that library of knowledge.</p><p></p><p>Which makes running simulationist games very exclusionary. You can only run sim games if you're a expert in the subject. Otherwise, you can't run the game. I've objected to this all the way along in this thread. We add in mechanics for simulation specifically because most of us are not experts. And, if the systems are actually simulationist mechanics, they will guide narratives the same way that an expert in the field will. It might not be as good as having an actual expert in the field doing rulings, but, it will be far better than having someone just pull whatever out of their posterior.</p><p></p><p>But, in any case, the narrative is guided by the mechanics. Whether the mechanics are "use an expert in the field to judge" or "use these mechanics to give you some level of guidance".</p></blockquote><p></p>
[QUOTE="Hussar, post: 9707162, member: 22779"] There are two problems I see with this. The first is a slight mis-statement on your part. I did not say that FKR GM's must be above average. I said they must be experts in their field. And and FKR GM can only run games in their field of expertise. That's the weakness of the system. Sure, if you have an expert in the field who can reliably rule on what is plausible and not, backed up by knowledge and expertise, then fair enough, that works as a simulationist system. We do that all the time in job training for example. Heck, army training relies on exactly this sort of thing all the time. We do this in the education field all the time as well. But that brings me to the second problem. This idea that running a simulationist game is somehow superior to other kinds of games. That you need "strong knowledge" of a setting in order to run a game in that setting. If it's a homebrew setting, in order to have "strong knowledge", the GM needs to put in all this work in order to build that library of knowledge. Which makes running simulationist games very exclusionary. You can only run sim games if you're a expert in the subject. Otherwise, you can't run the game. I've objected to this all the way along in this thread. We add in mechanics for simulation specifically because most of us are not experts. And, if the systems are actually simulationist mechanics, they will guide narratives the same way that an expert in the field will. It might not be as good as having an actual expert in the field doing rulings, but, it will be far better than having someone just pull whatever out of their posterior. But, in any case, the narrative is guided by the mechanics. Whether the mechanics are "use an expert in the field to judge" or "use these mechanics to give you some level of guidance". [/QUOTE]
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[rant]The conservatism of D&D fans is exhausting.
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