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General Tabletop Discussion
*Pathfinder & Starfinder
The Death of Simulation
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<blockquote data-quote="apoptosis" data-source="post: 4017403" data-attributes="member: 3226"><p>I think it is important to think why a rule is being made. All gamist rules can be explained retroactively and *seem* to be simulationist.</p><p></p><p>It is not necessarily always the result that is important but the intent.</p><p></p><p>"Why is the rule being developed that way" </p><p></p><p>For instance I believe spell memorization was really a way to balance magic-users with fighters. It could be explained and made sense (seemingly simulationist) but i think it really was a way to balance a wizard's power (though Gary would have to chime in on this if this is the case)</p><p></p><p>Use Magic device was similar. It could be explained away (like from the old Cugel stories) but it was to improve the effectiveness and desirability of rogues.</p><p></p><p>Gamism does not necessarily prevent good explanations, (of course you can explain anything away) but these ideas help figure out why a rule is being made.</p><p></p><p>All RPGs have some element of gamism and simulationism. These terms really just mean the underlying purpose of certain rules and game design choices.</p></blockquote><p></p>
[QUOTE="apoptosis, post: 4017403, member: 3226"] I think it is important to think why a rule is being made. All gamist rules can be explained retroactively and *seem* to be simulationist. It is not necessarily always the result that is important but the intent. "Why is the rule being developed that way" For instance I believe spell memorization was really a way to balance magic-users with fighters. It could be explained and made sense (seemingly simulationist) but i think it really was a way to balance a wizard's power (though Gary would have to chime in on this if this is the case) Use Magic device was similar. It could be explained away (like from the old Cugel stories) but it was to improve the effectiveness and desirability of rogues. Gamism does not necessarily prevent good explanations, (of course you can explain anything away) but these ideas help figure out why a rule is being made. All RPGs have some element of gamism and simulationism. These terms really just mean the underlying purpose of certain rules and game design choices. [/QUOTE]
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