Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Pathfinder & Starfinder
The Death of Simulation
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="gizmo33" data-source="post: 4028112" data-attributes="member: 30001"><p>Well, obviously I was trying to be funny/light at the beginning but at the root of the humor was a serious statement about the stuff I don't get. My point was basically this - keeping track of what happened in the past, assuming that NPCs react to you according to some sort of world logic and not according to some sort of story needs, basing character power on past accomplishments etc. Those are all things I think of with regards to "simulation", and they're at the core of the basic RPG that I'm familiar with. Suggesting that adding story elements to the game is somehow in conflict with simulation is, so far as I've followed this, unconvincing. In fact, at the risk of being too blunt, a story that doesn't take seriously the versimiltude of the environment, IMO is lame. That doesn't mean that you play out any details you don't want though.</p><p></p><p>In fact, it seems to me that every single aspect of the published rules are based on simulation. Take orcs for example - you don't just pick whatever HD and damage, etc. you want for them based on how "scary" you want them to be in the particular story. Or rather, you could, but "basic" stats are given, which IMO heavily implies that there is some sort of "average" orc out there, a very simulationist concept. Random tables for treasure, assigned damage dice for weapons, etc. - all of these are suggestions of a model for some sort of reality. I hope what I'm saying is not controversial, so I must be missing the point.</p><p></p><p>Seems to me that "narrative" RPGing at first is just overlaying story elements on top of the game. For example I might extend the background of an adventure a little, and predesign some elements so that, in spite of the dice-rolling in the game, I'm 90% certain that certain events will occur that will continue to develop my "plot". At that level, I don't see how any of this is in conflict with simulation.</p><p></p><p>So take it to the next level. I'm only "90%" certain, as I said above, that a certain event will occur. For example, during a fight with some mooks, the PCs all get killed, and never reach the bad guy. This happens because sometimes the dice come up all 1s. At this point, the "narrativist" DM says "you know, at the this point I'm so commited to my set of events occuring for my campaign that I'm going to dispense with the rules. I'll say the PCs all live because of deus ex machina. Game on."</p><p></p><p>This STILL doesn't break simulation - because it's not against the logic of the fantasy world for an angel to come down and raise everyone from the dead (or whatever other explanation is given.) All that happens here, all that's really broken, are the rules used to adjucate the situation. </p><p></p><p>Now I've never understood why a TPK from some mooks is any less of a story than the PCs surviving and listening to the BBEGs speech at the end. The only difference I see is that the PCs/DM had their heart set on one outcome, while the dice dictated another one. In fact (and I've seen others state this on this board), my "narrative" style is to really find the story in what events occur rather than engineer it. I wouldn't say I'm any less interested in the story than another, just less inclined to want to pre-engineer the story, because I would just choose another format of creative expression (ex. writing a book). </p><p></p><p>So I don't find using dice to be more sim than narr. The issue seems rather what kind of control you want over what you're doing. People who want a story to develop from the game, I suppose, are more eager to dispense with the dice rolling and have a system where events are determined more from the decisions of the group. AFAICT that's a different mechanism for determining the outcome of events, but it doesn't make things less of a simulation.</p></blockquote><p></p>
[QUOTE="gizmo33, post: 4028112, member: 30001"] Well, obviously I was trying to be funny/light at the beginning but at the root of the humor was a serious statement about the stuff I don't get. My point was basically this - keeping track of what happened in the past, assuming that NPCs react to you according to some sort of world logic and not according to some sort of story needs, basing character power on past accomplishments etc. Those are all things I think of with regards to "simulation", and they're at the core of the basic RPG that I'm familiar with. Suggesting that adding story elements to the game is somehow in conflict with simulation is, so far as I've followed this, unconvincing. In fact, at the risk of being too blunt, a story that doesn't take seriously the versimiltude of the environment, IMO is lame. That doesn't mean that you play out any details you don't want though. In fact, it seems to me that every single aspect of the published rules are based on simulation. Take orcs for example - you don't just pick whatever HD and damage, etc. you want for them based on how "scary" you want them to be in the particular story. Or rather, you could, but "basic" stats are given, which IMO heavily implies that there is some sort of "average" orc out there, a very simulationist concept. Random tables for treasure, assigned damage dice for weapons, etc. - all of these are suggestions of a model for some sort of reality. I hope what I'm saying is not controversial, so I must be missing the point. Seems to me that "narrative" RPGing at first is just overlaying story elements on top of the game. For example I might extend the background of an adventure a little, and predesign some elements so that, in spite of the dice-rolling in the game, I'm 90% certain that certain events will occur that will continue to develop my "plot". At that level, I don't see how any of this is in conflict with simulation. So take it to the next level. I'm only "90%" certain, as I said above, that a certain event will occur. For example, during a fight with some mooks, the PCs all get killed, and never reach the bad guy. This happens because sometimes the dice come up all 1s. At this point, the "narrativist" DM says "you know, at the this point I'm so commited to my set of events occuring for my campaign that I'm going to dispense with the rules. I'll say the PCs all live because of deus ex machina. Game on." This STILL doesn't break simulation - because it's not against the logic of the fantasy world for an angel to come down and raise everyone from the dead (or whatever other explanation is given.) All that happens here, all that's really broken, are the rules used to adjucate the situation. Now I've never understood why a TPK from some mooks is any less of a story than the PCs surviving and listening to the BBEGs speech at the end. The only difference I see is that the PCs/DM had their heart set on one outcome, while the dice dictated another one. In fact (and I've seen others state this on this board), my "narrative" style is to really find the story in what events occur rather than engineer it. I wouldn't say I'm any less interested in the story than another, just less inclined to want to pre-engineer the story, because I would just choose another format of creative expression (ex. writing a book). So I don't find using dice to be more sim than narr. The issue seems rather what kind of control you want over what you're doing. People who want a story to develop from the game, I suppose, are more eager to dispense with the dice rolling and have a system where events are determined more from the decisions of the group. AFAICT that's a different mechanism for determining the outcome of events, but it doesn't make things less of a simulation. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
The Death of Simulation
Top