I don't think 'Simulationist' IS an agenda, or at least its some sort of esoteric 'unicorn' agenda that doesn't exist in the real world.
This is where the Forge (or its predecessors) had got to when Edwards wrote his "Right to Dream" essay!
The Sim agenda diverges from Gamist or Narrativist play because of its express focus AWAY from the PC's needs and goals, and focuses on the development of events within the fiction progressing algorithmically, rather than based on dramatic need. The DM acts as the interpreter of these events into descriptions that are within the spatial and sensory bounds of the PCs.
Basically, world and NPC creation acts a set of initial parameters. The algorithms that drive the determination of what events occur are the DM's views of NPC psychology and either random charts or DM's desire as to how larger events within the "world" play out
Your comments about computer gaming are interesting but not anything I can add to. (I'm not a computer gamer.)
The bit I've quoted is interesting too, because it highlights the role of the GM (setting initial parameters, adjudicating changes and developments in the gameworld). But it leaves rather unclear what the role of the
players is. What exactly are they doing? And how are they expected to think themselves into the mind of the GM? Is it a type of puzzle they're meant to solve? Or is the goal some convergent aesthetic experience?
Its not necessarily or even predominantly about simulation, it need not in any sense attempt to simulate any extant world at all, or it could simply follow on from some literary source, etc.
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The game world simply exists. It is composed entirely of exactly whatever the GM has placed into it, and any additions are intended to be purely logical extrapolations therefrom. Adjudication of character actions is intended to be purely causal and INTERNAL in nature, nothing outside the narrative reality is supposed to factor in, and the narrative is supposed to evolve purely according to mechanical rules supplemented by some sort of 'naturalistic judgment' of a notional unbiased participant.
The thing that has really always alluded me, except in terms of purely 'skilled play' of a Gygaxian sort, is what exactly the result is supposed to be?
I'm trying to channel myself of 25 years ago, which was when I had abandoned D&D out of the usual dissatisfactions (AC, hp, classes, poor skill system, etc) and started running Rolemaster.
I (and those I was playing with) definitely wanted a verisimilitudinous action resolution process (or, at least, what seemed verisimilitudinous to us) - armour makes you easier to touch but harder to hurt (RM combat tables); a combatant can shift his/he emphasis between attack and defence (RM parry rules); injuries taken cause debuffing (RM crit rules); caters can choose to parcel out, or alternatively focus, their magical power (RM spell point rules).
But we never assumed a neutral world or neutral/algorithmic
motivations for play. Players were expected, and allowed, to make decisions about risk and effort (in melee combat, spellcasting, etc) which reflected not just the PC's ingame motivations but the player's own tolerance for risk vs reward, taking a fun gamble etc (though of course there is bleed, here, between player and PC motivation/personality). And as GM I was deliberately setting up situations (with mysterious strangers, etc) that would engage the players, and was accommodating their expressed play preferences demonstrated via PC build (so the PCs with illusion spells, performance skill etc got to make money busking, to succeed by way of infiltration/disguise, etc) and via PC play.
So it was a type of proto-scene framing world and scenario design, mixed with purist-for-sim resolution procedures. These two things come repeatedly into conflict, and nearly 20 years of handling that, with the conflict becoming more and more evident, is what prompted my move to a different system!
The DM showing off his imagined world with the players as tourists?
Re-running a typical genre story but having it turn out 'right' instead of conforming to genre tropes?
(ie: Thulsa Doom polymorphs Conan into a nematode, Dominates(pi) the hot princess, and takes over the world; Ganfalf uses The One Ring to destroy/become Sauron, Dominates(pi) Galadriel, and takes over the world; Merlin disintegrates the Stone, renders Excalibur for Mana, Dominates(pi) Morgan le Fey, the Lady of the Lake, & Guinevere, and conquers England; etc...)
I think these are both pretty spot-on, at least for a fair bit of play I've engaged in!
The "tour the GM's world/story" is very common. I think it works in CoC but pretty much sucks in D&D (which is a game of heroic protagonism).
The "have it come out 'right'" I think is also fairly common - for instance, you can see [MENTION=6775031]Saelorn[/MENTION] in this thread dismissing fictional contrivances as inappropriate for RPGing.
This is one source of the conflict I mentioned in my RM play: the purist-for-system resolution tends towards things "coming out right", but the approach to world and scenario design was looking more for a genuine genre feel.