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*Pathfinder & Starfinder
The Death of Simulation
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<blockquote data-quote="WyzardWhately" data-source="post: 4017185" data-attributes="member: 33207"><p>A game being "simulationist" has <em>nothing to do with realism.</em> </p><p></p><p>The two concepts are largely unrelated. Simulationist arguments essentially mean that the rules are the game-world's laws of physics, and vice versa. So, essentially, what they are saying is that the rules should reflect the way things are supposed to work IC. You can run an absolutely simulationist game where a guy with a hundred hit points can fall a hundred feet onto a stone floor, take his 10d6, get back up, dust himself off, and be merely bruised. It doesn't have to reflect the real world at all. The simulationist, however, needs to have an explanation of why the game-world's physics feel like that, and the characters who live therein will be aware of it and know that that's how the world works. So, if someone who is known to be an all-star badass dies from falling off a horse, they're going to be rightly shocked and expect some deeper conspiracy, unlike in the real world where, to be frank, <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> happens.</p><p></p><p>Simulationism only requires that the game follow some kind of internal logic, and that the characters be able to determine what that is. What breaks sim is when gamist or other elements violate that internal logic, not when it violates real-world principles and experience.</p></blockquote><p></p>
[QUOTE="WyzardWhately, post: 4017185, member: 33207"] A game being "simulationist" has [I]nothing to do with realism.[/I] The two concepts are largely unrelated. Simulationist arguments essentially mean that the rules are the game-world's laws of physics, and vice versa. So, essentially, what they are saying is that the rules should reflect the way things are supposed to work IC. You can run an absolutely simulationist game where a guy with a hundred hit points can fall a hundred feet onto a stone floor, take his 10d6, get back up, dust himself off, and be merely bruised. It doesn't have to reflect the real world at all. The simulationist, however, needs to have an explanation of why the game-world's physics feel like that, and the characters who live therein will be aware of it and know that that's how the world works. So, if someone who is known to be an all-star badass dies from falling off a horse, they're going to be rightly shocked and expect some deeper conspiracy, unlike in the real world where, to be frank, :):):):) happens. Simulationism only requires that the game follow some kind of internal logic, and that the characters be able to determine what that is. What breaks sim is when gamist or other elements violate that internal logic, not when it violates real-world principles and experience. [/QUOTE]
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