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The Death of Simulation
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<blockquote data-quote="HeinorNY" data-source="post: 4019679" data-attributes="member: 16178"><p>To me the distinction between "protagonists" classes and "extras" classes, considering the protagonists classes are much more powerful, to be a narrativistic mechanic, or even a gamist, but clearly not simulationist. My assumption is based on a simple question (followed by lots of questions <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=":)" /> : Why is that? Is there any in-game explanation for the X% of the population that have access to a better set of class powers? Do they have better genes? (Yes, but that's the reason they have better abilities.) Why don't the town guards get fighter levels instead of warrior levels? Wouldn't they be more efficient town guards?</p><p> If the answer for all these question is found outside the gameworld, using any metagame, metastory, point, it's clearly not a simulationist mechanic.</p><p>If all PC characters in the gameworld come from a special monastery where they teach the eleven ways of adventuring, and only those trained in that monastery have access to PC classes, then it could be considered a simulationist mechanic.</p><p></p><p></p><p>I agree, and SWSE is a preview of that philosophy, unfortunately for the simulationist gamers.</p><p></p><p></p><p></p><p>In narrativistic gaming, the PC do have the right to affect the gameworld, they are supposed to have that right because they are the "protagonists", the world is made around their existence. In simulationist gaming, PCs also may have the right to affect the gameworld with their actions, but they have to earn that right. </p><p>A game where the DM and players mutually agree their characters are the protagonists of the story is a narrativistic game by the simple fact that in simulationist there is no such thing as protagonists, characters are just part of the world, they have to crave that heroic status.</p><p>Also, there is no such thing as railroading in simulationism, It wouldn't make any sense at all. In simulationism, things in the gameworld happen that way because they are supposed to happen that way. It's all about "status quo" DMing, and status quo DMing and railroading are mutually exclusive. The simulationist DM let the characters create the story as they act in the gameworld, if they're 1st lvl and go to the red dragon cave, they just made the story about the unlucky adventurers. </p><p>A simulationist DM does not create a story/adventure <u>for </u> the PCs. He creates an independent sequence of events, that may or may not be triggered by the PCs, and the PCs are dragged into it, by story hooks for example, and decide to take part on the events to alter it, stop it or whataver the best option is, but if they do nothing, the sequence of events take place anyway. That's simulationism. When PCs leave the inn, the innkeeper is still there doing his stuff.</p><p></p><p><strong>Railroading and story imposing exists when the story precedes the characters' action. In simulationism, characters' actions always precede the story.</strong></p></blockquote><p></p>
[QUOTE="HeinorNY, post: 4019679, member: 16178"] To me the distinction between "protagonists" classes and "extras" classes, considering the protagonists classes are much more powerful, to be a narrativistic mechanic, or even a gamist, but clearly not simulationist. My assumption is based on a simple question (followed by lots of questions :) : Why is that? Is there any in-game explanation for the X% of the population that have access to a better set of class powers? Do they have better genes? (Yes, but that's the reason they have better abilities.) Why don't the town guards get fighter levels instead of warrior levels? Wouldn't they be more efficient town guards? If the answer for all these question is found outside the gameworld, using any metagame, metastory, point, it's clearly not a simulationist mechanic. If all PC characters in the gameworld come from a special monastery where they teach the eleven ways of adventuring, and only those trained in that monastery have access to PC classes, then it could be considered a simulationist mechanic. I agree, and SWSE is a preview of that philosophy, unfortunately for the simulationist gamers. In narrativistic gaming, the PC do have the right to affect the gameworld, they are supposed to have that right because they are the "protagonists", the world is made around their existence. In simulationist gaming, PCs also may have the right to affect the gameworld with their actions, but they have to earn that right. A game where the DM and players mutually agree their characters are the protagonists of the story is a narrativistic game by the simple fact that in simulationist there is no such thing as protagonists, characters are just part of the world, they have to crave that heroic status. Also, there is no such thing as railroading in simulationism, It wouldn't make any sense at all. In simulationism, things in the gameworld happen that way because they are supposed to happen that way. It's all about "status quo" DMing, and status quo DMing and railroading are mutually exclusive. The simulationist DM let the characters create the story as they act in the gameworld, if they're 1st lvl and go to the red dragon cave, they just made the story about the unlucky adventurers. A simulationist DM does not create a story/adventure [U]for [/U] the PCs. He creates an independent sequence of events, that may or may not be triggered by the PCs, and the PCs are dragged into it, by story hooks for example, and decide to take part on the events to alter it, stop it or whataver the best option is, but if they do nothing, the sequence of events take place anyway. That's simulationism. When PCs leave the inn, the innkeeper is still there doing his stuff. [B]Railroading and story imposing exists when the story precedes the characters' action. In simulationism, characters' actions always precede the story.[/B] [/QUOTE]
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