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The Death of Simulation
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<blockquote data-quote="pemerton" data-source="post: 4020256" data-attributes="member: 42582"><p>It doesn't. But it does free up space for narrativist or gamist play.</p><p></p><p>Yes, because it limits both the players and the GM's capacity to introduce game elements that suit their purposes, by requiring those elements to be build via a process that models the ingame process of personal development.</p><p></p><p></p><p>I think there are quite a few specifics. I won't rehash my argument here, but it's running on the <a href="http://www.enworld.org/showpost.php?p=4014347&postcount=122" target="_blank">DM-proofing thread</a> - my initial argument is at post 122 and it drags on from there (if you're not persuaded by my initial argument, I don't know that there is much else in my later posts that will persuade you - they are clarifications, not really additions).</p><p></p><p>This is true to an extent, but greatly complicated by the presence of the ECL rules. At least in principle the game seems to aspire to every creature being PCable. This gets in the way of gamism (because it makes it hard to build monsters which are good opponents in part just because they have features which would be untenable for a balanced PC). It doesn't necessarily get in the way of narrativism, except that it burdens the system with mechanics that are unnecessary (in so far as narrativist players may well not care that PCs are built under mechanics which have no ingame meaning).</p><p></p><p>The line was meant more as a quick quip than a detailed argument. I guess I was indicating that the abandoning of simulationist design goals for NPCs (ie once they are no longer built in the same fashion as PCs, we are basically precluded from supposing that the PC build rules model an ingame process) is a paradigmatic example of the anti-simulationist trend of 4e.</p></blockquote><p></p>
[QUOTE="pemerton, post: 4020256, member: 42582"] It doesn't. But it does free up space for narrativist or gamist play. Yes, because it limits both the players and the GM's capacity to introduce game elements that suit their purposes, by requiring those elements to be build via a process that models the ingame process of personal development. I think there are quite a few specifics. I won't rehash my argument here, but it's running on the [url=http://www.enworld.org/showpost.php?p=4014347&postcount=122]DM-proofing thread[/url] - my initial argument is at post 122 and it drags on from there (if you're not persuaded by my initial argument, I don't know that there is much else in my later posts that will persuade you - they are clarifications, not really additions). This is true to an extent, but greatly complicated by the presence of the ECL rules. At least in principle the game seems to aspire to every creature being PCable. This gets in the way of gamism (because it makes it hard to build monsters which are good opponents in part just because they have features which would be untenable for a balanced PC). It doesn't necessarily get in the way of narrativism, except that it burdens the system with mechanics that are unnecessary (in so far as narrativist players may well not care that PCs are built under mechanics which have no ingame meaning). The line was meant more as a quick quip than a detailed argument. I guess I was indicating that the abandoning of simulationist design goals for NPCs (ie once they are no longer built in the same fashion as PCs, we are basically precluded from supposing that the PC build rules model an ingame process) is a paradigmatic example of the anti-simulationist trend of 4e. [/QUOTE]
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The Death of Simulation
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