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*Pathfinder & Starfinder
The Death of Simulation
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<blockquote data-quote="Philip" data-source="post: 4019009" data-attributes="member: 10993"><p>Three groups are recreating the adventure in the Hobbit with the 4e rules. Thhe first a group consists of strict simulationists, the second of strict gamists and the third of stric narrativists.</p><p></p><p>At some juncture the person playing Bilbo's character stumbles across the ring and puts it on. What happens?</p><p></p><p>1. The Simulationists</p><p>Before the ring is put on, a intense discussion ensues. Everyone agrees that the current 4e rules do not represent the Rings of Power correctly, and players and DM begin suggesting intricate rules-systems and additions to the 4e rules to better represent a Ring of Power. Although every member keeps disagreeing over the exact rules to use, they are having great fun thinking up mechanics to represent a Ring of Power.</p><p></p><p>2. The Gamists</p><p>The Ring doesn't work, the Bilbo character is too low level. The DM knows it, and every players knows it and accepts it. It is even likely that the player playing Bilbo won't even try to put it on since they know it "won't work" anyway. They will keep it safe for the moment they attain the level to use it. They go on with the game, slay some Orc and are having great fun.</p><p></p><p>3. The Narrativists</p><p>The Ring works! The players don't argue once about the fact that the rules say the Ring shouldn't work for such a low level character. On the contrary, the fact that the Ring goes against the rules is an even stronger indication that it is an essential plot item, and they focus on unraveling its mysteries and have great fun.</p><p></p><p>In summary: any rules set tends to bother strict Simulationists. There is always something that could be improved or tinkered with, in fact, part of their fun comes from discussing rules and tinkering with them. For them a solid basis that needs some tinkering is the ideal ruleset: 4e.</p><p></p><p>The Gamist needs rules that are clear and consise, but still allow everyone to do something "useful" in-game. An ruleset to intricate or full of expections and oddball rules frustrates them. The streamlined 4e version is an ideal ruleset.</p><p></p><p>The Narrativists don't care much about the ruleset. They care more about finding different players they can play with that also know the system, and they like the system to provide enough room for their favorite stories: 4e.</p></blockquote><p></p>
[QUOTE="Philip, post: 4019009, member: 10993"] Three groups are recreating the adventure in the Hobbit with the 4e rules. Thhe first a group consists of strict simulationists, the second of strict gamists and the third of stric narrativists. At some juncture the person playing Bilbo's character stumbles across the ring and puts it on. What happens? 1. The Simulationists Before the ring is put on, a intense discussion ensues. Everyone agrees that the current 4e rules do not represent the Rings of Power correctly, and players and DM begin suggesting intricate rules-systems and additions to the 4e rules to better represent a Ring of Power. Although every member keeps disagreeing over the exact rules to use, they are having great fun thinking up mechanics to represent a Ring of Power. 2. The Gamists The Ring doesn't work, the Bilbo character is too low level. The DM knows it, and every players knows it and accepts it. It is even likely that the player playing Bilbo won't even try to put it on since they know it "won't work" anyway. They will keep it safe for the moment they attain the level to use it. They go on with the game, slay some Orc and are having great fun. 3. The Narrativists The Ring works! The players don't argue once about the fact that the rules say the Ring shouldn't work for such a low level character. On the contrary, the fact that the Ring goes against the rules is an even stronger indication that it is an essential plot item, and they focus on unraveling its mysteries and have great fun. In summary: any rules set tends to bother strict Simulationists. There is always something that could be improved or tinkered with, in fact, part of their fun comes from discussing rules and tinkering with them. For them a solid basis that needs some tinkering is the ideal ruleset: 4e. The Gamist needs rules that are clear and consise, but still allow everyone to do something "useful" in-game. An ruleset to intricate or full of expections and oddball rules frustrates them. The streamlined 4e version is an ideal ruleset. The Narrativists don't care much about the ruleset. They care more about finding different players they can play with that also know the system, and they like the system to provide enough room for their favorite stories: 4e. [/QUOTE]
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