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<blockquote data-quote="TwoSix" data-source="post: 6590958" data-attributes="member: 205"><p>I think that might be a fairly difficult proposition. 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.</p><p></p><p>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 (such as armies attack the PC's home country or a meteor crashes into the town square). </p><p></p><p>Now, I think the sticking point is that generation of large amount of background information that can be readily deployed to the players, as well as the effects of a large amount of procedurally generated content, is something that can be done much more readily on the computer than at the tabletop. And I think it's no coincidence that RPG design leaned towards PC focused play and away from world design at the same time that electronic games began to be able to support group play and the building of elaborate fantasy worlds. (See MMOs and games like Dragon Age or Elder Scrolls.) Play oriented around a PC's goals is a trick that electronic games aren't capable of (yet), and it makes sense RPG design would focus on the attributes that electronic gaming can't provide.</p></blockquote><p></p>
[QUOTE="TwoSix, post: 6590958, member: 205"] I think that might be a fairly difficult proposition. 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 (such as armies attack the PC's home country or a meteor crashes into the town square). Now, I think the sticking point is that generation of large amount of background information that can be readily deployed to the players, as well as the effects of a large amount of procedurally generated content, is something that can be done much more readily on the computer than at the tabletop. And I think it's no coincidence that RPG design leaned towards PC focused play and away from world design at the same time that electronic games began to be able to support group play and the building of elaborate fantasy worlds. (See MMOs and games like Dragon Age or Elder Scrolls.) Play oriented around a PC's goals is a trick that electronic games aren't capable of (yet), and it makes sense RPG design would focus on the attributes that electronic gaming can't provide. [/QUOTE]
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