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[rant]The conservatism of D&D fans is exhausting.
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<blockquote data-quote="clearstream" data-source="post: 9717463" data-attributes="member: 71699"><p>Process-simulation means that what is desired is that all significant features of the phenomena are associated with features of the game process that will be invoked to resolve it. There's also some sort of sensitivity to the process timeline's mapping to the imagined causal timeline, although as I've illustrated above this is very often so janky that it surprises me anyone cares about it.</p><p></p><p>Process-simulation has numerous fairly well known (or so I thought) weaknesses. Not least of which is a sort of blindness to what is actually going on at the table compared with what is imagined to be going on in-world. And failures to see narratives as such. There are also cost of implementation barriers that early designs fell afoul of. When one deconstructs process-simulation mechanics for analysis, one often reveals glosses or elisions and calls for human decisions that are supposed to be absent... it's seldom supposed that the mechanics text <em>literally </em>maps to what is going on in-world. Rather the mechanic sustains a pretence or self-deception that satisfies folk.</p><p></p><p>I take this to be a form of noetic satisfaction with the text and the process rituals which is of course a perfectly respectable simulative-experience. Implying that my account of "simulationism" applies to process-simulation. (I take it to.)</p></blockquote><p></p>
[QUOTE="clearstream, post: 9717463, member: 71699"] Process-simulation means that what is desired is that all significant features of the phenomena are associated with features of the game process that will be invoked to resolve it. There's also some sort of sensitivity to the process timeline's mapping to the imagined causal timeline, although as I've illustrated above this is very often so janky that it surprises me anyone cares about it. Process-simulation has numerous fairly well known (or so I thought) weaknesses. Not least of which is a sort of blindness to what is actually going on at the table compared with what is imagined to be going on in-world. And failures to see narratives as such. There are also cost of implementation barriers that early designs fell afoul of. When one deconstructs process-simulation mechanics for analysis, one often reveals glosses or elisions and calls for human decisions that are supposed to be absent... it's seldom supposed that the mechanics text [I]literally [/I]maps to what is going on in-world. Rather the mechanic sustains a pretence or self-deception that satisfies folk. I take this to be a form of noetic satisfaction with the text and the process rituals which is of course a perfectly respectable simulative-experience. Implying that my account of "simulationism" applies to process-simulation. (I take it to.) [/QUOTE]
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[rant]The conservatism of D&D fans is exhausting.
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