Simulationist: Your horses travel X miles per day, the mountains are Z miles away, and you will have to travel through the hill, it will cost you some time, so the travel to the mountains is gonna take you Y days.
Gamist: Roll 1d6 days and you got there (SWSE style)
Storytelling/narrativism: The exact time of travel is irrelevant, none of the players care and the DM will decide the how much time is good for the story with a minimum of good sense.
Simulationist: The power have a duration of 1 minute per level.
Gamist: The power ends when combat ends.
Narrativism: The power ends when the scene ends.
Simulationist: If you use tap the dark side of the force, you'll gain an extra dice in your roll.
Gamist: You make a Will save and fails, your fear made you tap the dark side of the force.
Narrativism: I think tapping the dark side of the force is a nice choice for my character, based on his personality and recent story, so I'll buy the Power of the dark side talent. (SWSE style)
Simulationist: All characters, PCs and NPCs, are created using the same rules. They roll X hd at first level, gain one feat, gain skills etc.
Gamist: Different rules for different charcters, PCs are fully fleshed out, NPCs only have numbers depending on what they'll do in the game (only social skill bonus in a social encounter, only AC, BAB damage HP in a combat encounter.
Narrativism: Different types of characters may use the same rules to be created, but PCs are the protagonist and heroes so they'll have special benefits that will assure that status in the game, as extra HD, access to action points, more powerful classes. (SWSE style)
Simulationist: It works this way because it makes sense in the fantasy context of the world.
Gamist: Its works this way because it's balanced and makes the important parts of the game as fun as it can be.
Narrativism: It works this way because it's good for the narrative and creates a nice and memorable story.
Gamist: Roll 1d6 days and you got there (SWSE style)
Storytelling/narrativism: The exact time of travel is irrelevant, none of the players care and the DM will decide the how much time is good for the story with a minimum of good sense.
Simulationist: The power have a duration of 1 minute per level.
Gamist: The power ends when combat ends.
Narrativism: The power ends when the scene ends.
Simulationist: If you use tap the dark side of the force, you'll gain an extra dice in your roll.
Gamist: You make a Will save and fails, your fear made you tap the dark side of the force.
Narrativism: I think tapping the dark side of the force is a nice choice for my character, based on his personality and recent story, so I'll buy the Power of the dark side talent. (SWSE style)
Simulationist: All characters, PCs and NPCs, are created using the same rules. They roll X hd at first level, gain one feat, gain skills etc.
Gamist: Different rules for different charcters, PCs are fully fleshed out, NPCs only have numbers depending on what they'll do in the game (only social skill bonus in a social encounter, only AC, BAB damage HP in a combat encounter.
Narrativism: Different types of characters may use the same rules to be created, but PCs are the protagonist and heroes so they'll have special benefits that will assure that status in the game, as extra HD, access to action points, more powerful classes. (SWSE style)
Simulationist: It works this way because it makes sense in the fantasy context of the world.
Gamist: Its works this way because it's balanced and makes the important parts of the game as fun as it can be.
Narrativism: It works this way because it's good for the narrative and creates a nice and memorable story.
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