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Simulation vs Game - Where should D&D 5e aim?
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<blockquote data-quote="Libramarian" data-source="post: 6296366" data-attributes="member: 6688858"><p>Couple more thoughts on this topic:</p><p></p><p>A simulationist rule adds more detail and texture to the shared imaginary space but does not directly create an interesting decision for the players. Boardgamers call rules like this "chrome".</p><p></p><p>Simulationist rules, although they don't directly lead to an interesting decision for the players, do sometimes add additional interest to a decision prompted by gamist rules. More than you might think. E.g. a simulationist rule might be that dwarves and humans move at different rates. Most of the time this is just going to be "chrome": it's not going to affect the decisions of the players. But once in a while it will actually add an interesting wrinkle to a combat scenario. It's important to watch out for these interactions when you're cutting out simulationist rules in the name of game "elegance".</p><p></p><p>I kinda think that simulationist rules have taken a lot of the blame for the 15 minutes of fun in 4 hours phenomenon, when the real problem is simulationist GMing. If you have a focused gamist GM, you can have a lot of fun with a big, messy ruleset. That's my approach with 1e AD&D. On the other hand a simulationist GM can take the wind out of the sails of even the most gamist ruleset. You can imagine a ref who keeps interrupting a chess match to force the players to roleplay their battle cries and stops them from making moves with pieces using out-of-piece knowledge.</p></blockquote><p></p>
[QUOTE="Libramarian, post: 6296366, member: 6688858"] Couple more thoughts on this topic: A simulationist rule adds more detail and texture to the shared imaginary space but does not directly create an interesting decision for the players. Boardgamers call rules like this "chrome". Simulationist rules, although they don't directly lead to an interesting decision for the players, do sometimes add additional interest to a decision prompted by gamist rules. More than you might think. E.g. a simulationist rule might be that dwarves and humans move at different rates. Most of the time this is just going to be "chrome": it's not going to affect the decisions of the players. But once in a while it will actually add an interesting wrinkle to a combat scenario. It's important to watch out for these interactions when you're cutting out simulationist rules in the name of game "elegance". I kinda think that simulationist rules have taken a lot of the blame for the 15 minutes of fun in 4 hours phenomenon, when the real problem is simulationist GMing. If you have a focused gamist GM, you can have a lot of fun with a big, messy ruleset. That's my approach with 1e AD&D. On the other hand a simulationist GM can take the wind out of the sails of even the most gamist ruleset. You can imagine a ref who keeps interrupting a chess match to force the players to roleplay their battle cries and stops them from making moves with pieces using out-of-piece knowledge. [/QUOTE]
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