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<blockquote data-quote="Barastrondo" data-source="post: 4995777" data-attributes="member: 3820"><p>Are you including "genre convention" as something that can be simulated? Simulation is another one of those terms that tends to take on various meanings depending on who's using it. For example, some people would say that, say, Street Fighter: the RPG is not even a little bit simulationist, but it simulates the combat of a fighting game very well indeed. </p><p></p><p></p><p></p><p>Sure, just not a pre-existing one. The story is usually assumed to be created as you tell it. (After all, it's not a story-reciting game, yes?) Like the Microscope example of play I cited, you can get the same tension of "wanting to see how the story turns out" even as you're engaging mechanics to shape it in some fashion. Presumably each of the players have something in mind — but that's hardly any different from most other RPGs where players have something in mind (like getting to the bottom of the dungeon without dying or diablerizing the prince), and the game mechanics question whether that will happen or not. </p><p></p><p></p><p></p><p>Absolutely. The whole point of a story-focused game is that it's a game, and the outcome is unclear. Otherwise, it's just storytelling, full stop. (Or narrative tyranny.)</p><p></p><p></p><p></p><p>Yep. And the mechanics of the game, whatever game that might be, determine how those factors take shape and which ones might "win out." You might know you're in a tragedy, but not know yet just what form your inevitable fall might take. You might not even know whether it's going to be a full-bore tragedy or not until the final plot twist is played.</p></blockquote><p></p>
[QUOTE="Barastrondo, post: 4995777, member: 3820"] Are you including "genre convention" as something that can be simulated? Simulation is another one of those terms that tends to take on various meanings depending on who's using it. For example, some people would say that, say, Street Fighter: the RPG is not even a little bit simulationist, but it simulates the combat of a fighting game very well indeed. Sure, just not a pre-existing one. The story is usually assumed to be created as you tell it. (After all, it's not a story-reciting game, yes?) Like the Microscope example of play I cited, you can get the same tension of "wanting to see how the story turns out" even as you're engaging mechanics to shape it in some fashion. Presumably each of the players have something in mind — but that's hardly any different from most other RPGs where players have something in mind (like getting to the bottom of the dungeon without dying or diablerizing the prince), and the game mechanics question whether that will happen or not. Absolutely. The whole point of a story-focused game is that it's a game, and the outcome is unclear. Otherwise, it's just storytelling, full stop. (Or narrative tyranny.) Yep. And the mechanics of the game, whatever game that might be, determine how those factors take shape and which ones might "win out." You might know you're in a tragedy, but not know yet just what form your inevitable fall might take. You might not even know whether it's going to be a full-bore tragedy or not until the final plot twist is played. [/QUOTE]
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