tomBitonti said:
I'm gonna have to disagree with much of the presentation in this thread. I'm finding the arguments to be strawmen. They are trivializing a point of view which has merit. I don't think that narrow "simulationism" or "realism" are the issues that folks who want these features in their game are really talking about.
Roleplaying, generally speaking, is <b>all</b> about conveying a scenario based on real-world mechanics. The details vary, but the basic mechanics say that you can stick someone with a sword, they'll get hurt. The rules still convey that basic mechanic, and if it failed to do so players would not buy into the game. D&D, as a role playing game, still tries to describe scenarios which, vaguely, make sense from a real-world point of view.
There are issues where the mechanics stretch far from what is possible using known physics. 100' falls should be fatal in nearly 100% cases for a human doing the falling. Falling 30' and not breaking any bones is not very realistic. So the game takes away those details. But the underlying idea of "causing harm" is still there, and is still generally realistic.
Most games are generally realistic but that is not what simuilationist is about. It is about making choices in game design.
What is more important that someone who gets stabbed several times will be severely wounded or killed or that they just lose some hp so that they can keep contributing to the fight.
One of those options are more simulationist - the rules are trying to simulate the gritty effects of combat (in a game that is say trying to simulate a true fantasy adventure...eg George RR Martin)
The second option is to provide the players with ways to enjoy the challenge and to contribute to the encounter and not have to sit out a large portion of the encounter because their character is busy being in shock and trying to stuff their innards back in.
We see a lot of options that D&D made to really improve gamism. The entire balance between spellcasters and warriors is pretty much about this and you see the battle that rages on.
Some people believe that wizards should be capable of things beyond the scope of non-magicusers as that what occurs in many types of novels (say wheel of time). The retort is that no player should have to play a characters that is weaker than another character.
If a game was trying to simulate Lord of the Rings, all of the characters would be WAY different in power levels. If a gamist version of Lord of the Rings came out, all the charactesr would have similar effectiveness.
I am simplifying the matter quite a bit. But it is really all about decisions during game design and what is being focused on.
The thief's backstab not working against say undead is an example. It didnt work against creature without 'vulnerable' parts because of a simulationist perspective. Some people, though, didnt like the fact that thieves might have to be involved in a combat where they are ineffectual so they wanted this rule changed so that backstab works against all creatures.
If they decided the thieve's backstab shouldnt work against undead to balance out the damage it does that would then be more of a gamist decision.
These decisions are the types that define sim vs gamism. It is why is this decision being made...to improve the simulation of that particular genre or setting, or is it to improve the ability of the participants to deal with a challenge.