On the DM-proofing thread, I am arguing that this is probably not true of 4e - that many of the changes do help a (certain sort of) narrativist agenda. Do you have a view on that?skeptic said:D&D doesn't help a narrativist agenda at all.
On the DM-proofing thread, I am arguing that this is probably not true of 4e - that many of the changes do help a (certain sort of) narrativist agenda. Do you have a view on that?skeptic said:D&D doesn't help a narrativist agenda at all.
Craw Hammerfist said:Every complaint I have heard from the "sim" camp boils down to "I just don't like this rule."
pemerton said:On the DM-proofing thread, I am arguing that this is probably not true of 4e - that many of the changes do help a (certain sort of) narrativist agenda. Do you have a view on that?
Celebrim said:Forget formal GNS for a while.
Let's talk about something everyone is familiar with - fireball.
apoptosis said:Popular doesn't really equate to well made. That is painfully obvious in most all of life.
D&D had no narrativist options it is pretty much just G and S.
D&D is very good for many things. It is also very bad for many types of play.
It is great for doing a classic dungeoncrawl.
It invented the dungeoncrawl and does it well.
It does a good job of simulating the heroic journey.
It does tactical combat pretty well.
It is generally bad for exploring character goals and motivations.
It is pretty bad for murder mysteries.
It is pretty bad for horror.
It is REALLY REALLY bad for stories that involve characters of widely different levels of combat prowess.
This just means that it is a tool that is best used for games that are focused on its strengths and maybe not the best tool for exploring other types of themes and genres.
skeptic said:Of course, more popular = better.
apoptosis said:Popular doesn't really equate to well made. That is painfully obvious in most all of life.
Psion said:Painfully obvious is a rather subjective measure. I think it's "painfully obvious" despite criticism that D&D performs well. The metric I use here is that I enjoy D&D immensely whereas other games of supposedly superior design give me much less enjoyment. And something performing its function well is the ultimate metric of game design quality. (Of course you may not enjoy it as well/YMMV/etc., thus the subjective bit.)
I concur. I don't think this is a result of incoherence, but the mere fact that one size does not fit all.
Celebrim said:Let's talk about something everyone is familiar with - fireball.
Alot of people do use different definitions of 'simulationist'. To me, the heart of simulationism is a thought experiment. Simulationists treat RPGs as a mental toy, rather than as means of achieving some story end or as a challenge to be overcome.
Simulationism expresses itself in the game fundamentally with the notion that the actual game effect of the rules ought to be its intended effect. Hense, if the actual game effect of fireball is to not set things on fire (as it is in 3E), the simulationist response is to either look for a deep in game reason why fireballs don't set things on fire, or else to respond that a rule about balls of scalding fire ought to either be changed mechanically to where it does what you'd expect things to do (set things on fire) or else be changed in flavor (rename it 'arcane blast') so that it does not create the expectation that it should set things on fire.
To compare this to other responces to the rules of fireball, a gamist would probably be happy to say, "Sure fireballs actually do set things on fire, but because things being set on fire is mechanically messy, it should be ignored except when it has no mechanical effect." A narrativist would be happy to say, "Sure, fireballs actually do set things on fire, but because things being set on fire is mechanically messy, it should be ignored except when it has an important dramatic effect."
Looking back at the games history, the 1st edition fireball was strictly simulationist. The rules offer the proposition, "If wizards can summon bursts of fire, then the followings effects should occur: the spell takes the form of an explosive bead which bursts on contact, things should catch on fire, creatures should be damaged, more powerful wizards should summon hotter fire, the expanding ball of fire should expand to fill the area that it is contained in...", and so forth.
The 3E rules to fireball are more explicitly gamist in construction. Reading between the lines, they read, "Wizards in fantasy games can traditionally summon balls of fire. For the purposes of simplicity, these balls of fire are limited to the following precise, balanced, and easily adjudicated effects." The notion that we should be thinking about how an actual exploding ball of fire would effect a world somewhat similar to our own is removed from the rules. The world becomes more 'what is happening in the game' and less 'what is happening in our head when we envision what is happening in the game'.
ainatan said:...
Thanks everyone.
Originally Posted by Doug McCrae
They're dead wrong that games are worse when they mix GNS.
They are wrong indeed. The most successful and played RPG of all time has the greatest mix of GNS.
Craw Hammerfist said:Why, thank you. That is the most cogent explanation for the sim-gamist issue I have heard. It does, however, raise a problem with point of view. You are assuming that a fireball would catch things on fire. If all of the players have that same assumption, then you can go forward in the sim experience. I don't assume a fireball would do more than scorch the walls. I worked in the oil field years ago and saw a handfull of small explosions. Those that were natural gas related typically did not catch things on fire. The fire was hot, but it was over fast. Most of the damage was concussive. An exploding gasoline can catches all kinds of things on fire, however because it throws fuel all over. What if fireball is more akin to the former? Does that mean 1e was gamist for me, but 3e is a sim?