PrecociousApprentic, I just wanted to respond to a couple of your very interesting posts.
PrecociousApprentice said:
See, to me it boiled down to the fact that the two editions went about design from opposite ends of the game. 3e said that it wanted to have an amazing number of options for world/monster/PC design. Then everything that is 3e as we know it was an emergent property of this design. The 15 minute adventure day, the 14 class 15th level PC, CoDzilla....
4e decided to design from the other end of things. There was a relatively specific output desired. Limiting the level of emergent properties was a design goal. They decided that at every level, they wanted a specific play feeling to be had. They wanted a certain amount of complexity, and didn't want further complexity to emerge. The the mechanics were designed to accomplish this.
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Which ruleset will appeal to which players? They both are toolboxes, but the toolboxes are designed to build different things. One is for creating emergent properties, and one is for output oriented design. Neither is superior, but I would say that those that prefer "D&Disms" are likely to like 3e, and those that have a specific design output in mind will prefer 4e. Either can be simulationist or not.
I think many simulationists can find the intervention of mechanics which have no in-game meaning a bit confronting, however, because such mechanics foreground the metagame in a way that is at odds with the immersion, be it the "verisimilitude" immersion of purist-for-system or the "genre" immersion of high-concept.
Tunnels and Trolls would be another example of results-oriented rather than emergent/process-oriented design, and I find it hard (not impossible, but hard) to imagine really satisfactory simulationist play using Tunnels and Trolls.
PrecociousApprentice said:
This is why I still have a problem with the GNS theory. You are assuming that the game mechanics actually exist from a character's perspective, and like any natural law, can be discovered by them. This to me is the only way to explain why anyone has a hard time with aligning their fluff and crunch. Simulationist gaming has become such a catch all that it is losing any meaning, and people then keep throwing out simulationist to mean "a player or game that equates game mechanics with the physics of the world." This may be a valid interpretation of simulationist, but is not the only way to interpret it. Some simulationists might be the "internally consistent ruleset" type. Others could be the "ruleset should not only accomodate but encourage and facilitate a certain genre/theme/literary world." I do not think that either of these types of simulationists would inherently have a problem with rules being in your face. They would also take different stances on when and how the rules are interpreted. When a term is used for many different things, some of which can be opposite and contradictory, the term loses a great deal of power.
I agree that purist-for-system and high-concept are very different things. But I think both aim at a type of immersion which can be disrupted by a flagrant metagame - and once fluff and crunch are divorced in the manner you are describing the metagame can become rather flagrant.
PrecociousApprentice said:
If you are able to let the mechanics guide the narration of their result in game fluff, but not require that the fluff be the actual output of the mechaincs, then no. How well this analogy works is not dependent on how much "realism" you need. I need a lot of "realism" but I don't need my mechanics to give it to me.
I take the implication of what you are saying here to be something that I also thought when I read the OP, namely, that the "blackbox" model is just another label for "fortune-in-the-middle" action resolution.
And again, I think there is a reason why simulationist games tend to aim for fortune-at-the-end: it helps keep the metagame suppressed.
PrecociousApprentice said:
And strangely enough, someone whose opinion on the matter I greatly respect has recently told me that I am not necessarily the narrativost that I though, but an "illusionist' simulationist. I like the output focused (read exception based or black box) design paradigm.
If you are an "illusionist" simulationist who nevertheless likes the ouput focuse/FiTM approach, does that mean that you are happy to let the GM do the narration? Once the player is doing the narration, the game might be tending towards narrativism (because the GM is no longer creating an "illusion" of player protagonism).