Not necessarily "fade into the background", because when playing RM (the game I play the most) the rules are very much there and in your face. It's more that, at every moment of rules resolution, you know what in-game state or property is represented by the mechanical operation you are performing. There is no fortune-in-the-middle in RM.PrecociousApprentice said:So are there simulationist gamers that don't mind a serious metagame? Is simulationist a euphemism for "one who requires the rules to fade into the background"?
I am a lawyer, and accept your points about interpretation in relation to normative rules. But descriptive rules (eg those of natural science) are arguably different, and not in need of interpretation in the same way.PrecociousApprentice said:Fortune in the middle makes it possible for the result of a game action to make sense in the story every time, and in the way that the players/GM want, instead of relying on the rules to be perfect and create that "sense" inherently. I really think that if simulationists require that the rules always give them "believable" results, without narrative interpretation, then they are really in for a TON of frustration. I think that I read somewhere that you are a lawyer. You should understand that rules must be interpreted in order for them to have any consistent meaning. Fortune in the middle allows this. Fortune at the end relies on the inherent infallibility of the rules to get it right. We all know that the rules are not infallible.
Simulationism (especially purist-for-system) aspires to produce rules that can be treated as descriptive in that way (although they are also normative, as they dictate the parameters of player action in playing the game). It's a difficult task. It's a cause of tremendous rules bloat in RM, for example. There can be a ton of frustration - but also a type of bizarre satisfaction in making it work. At the moment, my group is using this system as an extremely intricate simulationist chassis for vanilla narrativist play.
The next game I'm hoping to run, once my current RM campaign finishes (it's getting close to its end) is a modified version of HARP. This is roughly RM light for character build and action resolution mechanics, but with quite different XP rules from official RM (I am using a version of those rules at the moment for RM), and with Fate Point mechanics, both of which are intended to give the game a much more narrativist focus.
That all sounds to me like vanilla narrativism, not illusionism, because the player control is genuine and the GM is just one (perhaps pre-eminent, but not overwhelming) participant among others.PrecociousApprentice said:I had just thought that I had pinned down what category I could file myself under, and now I am back to confused.
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I really like it when the GM is able to act more as a moderator than as a dictator. Players should get a significant level of narrative control, but this should be negotiated with the GM so that a consistent plot and world can be created.
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there is really a great deal of sharing of narrative control. It was somewhat scary at first, but if done well, it can create some amazing stories. If not done well, it becomes the competing amature novelist olympics. I hate that. Ballance is everything, and consistent plot is still essential.
I think that Ron Edwards, in his GNS essays, overemphasises the artistic dimension of narrativism. He is quite critical of pastiche, for example, whereas I think that material that is mostly pastiche can still have some sort of (perhaps rather lowkey) thematic or aesthetic significance for the players who actually create it.