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General Tabletop Discussion
*Pathfinder & Starfinder
Simulationism vs. Gamism Deathmatch: There can be only one!
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<blockquote data-quote="marune" data-source="post: 4156435" data-attributes="member: 18243"><p>It's quite funny, but again it reduces Simulationism too much.</p><p></p><p>Let's create a Sim game that has nothing to do with such kind of details :</p><p></p><p>The world of this game is : a chessboard with sentient pieces.</p><p></p><p>The rules of chess apply in this world. (excluding restrictions like, a touched piece must be moved, etc.)</p><p></p><p>When a king is beaten, the world is destroyed to be reborn again (the pieces believe that it is done by the Great Kasparov, their god).</p><p></p><p>The players play the piece (divide the 32 pieces between the players), the GM is only there as a referee.</p><p></p><p>Players are encouraged to "roleplay" their pieces according to their classical comic personification (King fearing his Queen, stubborn rooks, whites are LG, blacks are LE).</p><p></p><p>Finally, the movement decisions must be done "in-character" : pawns shut-up, Bishops are King's counsellors, and Queen has veto.</p><p></p><p>That is a simple Simulationist RPG that has nothing to do with tons of rules dealing with the complexity of a world like ours.</p><p></p><p>Throw in there a player with a "gamist" mindset and you are good for trouble (Casting is powergaming, Promotion to a Queen ? You damn munchkin!)</p><p></p><p>To come later : the gamist and the narrativist versions.</p></blockquote><p></p>
[QUOTE="marune, post: 4156435, member: 18243"] It's quite funny, but again it reduces Simulationism too much. Let's create a Sim game that has nothing to do with such kind of details : The world of this game is : a chessboard with sentient pieces. The rules of chess apply in this world. (excluding restrictions like, a touched piece must be moved, etc.) When a king is beaten, the world is destroyed to be reborn again (the pieces believe that it is done by the Great Kasparov, their god). The players play the piece (divide the 32 pieces between the players), the GM is only there as a referee. Players are encouraged to "roleplay" their pieces according to their classical comic personification (King fearing his Queen, stubborn rooks, whites are LG, blacks are LE). Finally, the movement decisions must be done "in-character" : pawns shut-up, Bishops are King's counsellors, and Queen has veto. That is a simple Simulationist RPG that has nothing to do with tons of rules dealing with the complexity of a world like ours. Throw in there a player with a "gamist" mindset and you are good for trouble (Casting is powergaming, Promotion to a Queen ? You damn munchkin!) To come later : the gamist and the narrativist versions. [/QUOTE]
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Simulationism vs. Gamism Deathmatch: There can be only one!
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