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General Tabletop Discussion
*Pathfinder & Starfinder
The Death of Simulation
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<blockquote data-quote="Bastoche" data-source="post: 4032752" data-attributes="member: 306"><p>The "at what cost" aspect is paramount to nar play IMO and <em>quite</em> in contradiction to sim play. If you don't think it is, you're not really talking about sim play IMO.</p><p></p><p>The "at what cost" part <em>assumes</em> and <em>forces</em> acheivement. What I mean by that is that the characters <u>will</u> achieve what they were made up for. It's inevitable. However, the game mechanics will imply a myriad of paths as to how that come to pass.</p><p></p><p>It goes against sim because in sim, you do not know if the characters will acheive what they want to acheive or not. As soon as you introduce a mechanic that garantee a specific outcome, you're not siming anymore. And if you do not have a garantee concerning a certain "end game event" than the bit about "at what cost" becomes meaningless. It may only bear a meaning if the goal is acheived. And in sim play, you cannot have that sort of garantee else you're not playing a "100%" sim game, whatever that means.</p><p></p><p>Anyone who tried to "adress premise" in an actual sim game knows that it just don't happen. It turns into "guess work" because the GM gives "hints" to the players that aren't obivous because the players aren't the same persons as the GM and they don't see the imagine universe the same way as the GM do. Skeptic can testify on this. If you want the players to acheive a specific goal in gamist and sim play, you must use railroading. If the players don't mind being railroaded there is no problems. However if you want to give the players and GM a tool or tools to avoid railroading while still going on a "main plot" then you got some nar play going on. At least a certain fraction of it.</p><p></p><p>It's an out of game agreement about what the players will do. Assuming the GM wants to see the whole plot being resolved, there has to be a mechanic to allow it which either scale down the "challenges" in gamist play or goes against "internal logic" in sim play.</p></blockquote><p></p>
[QUOTE="Bastoche, post: 4032752, member: 306"] The "at what cost" aspect is paramount to nar play IMO and [i]quite[/i] in contradiction to sim play. If you don't think it is, you're not really talking about sim play IMO. The "at what cost" part [i]assumes[/i] and [i]forces[/i] acheivement. What I mean by that is that the characters [u]will[/u] achieve what they were made up for. It's inevitable. However, the game mechanics will imply a myriad of paths as to how that come to pass. It goes against sim because in sim, you do not know if the characters will acheive what they want to acheive or not. As soon as you introduce a mechanic that garantee a specific outcome, you're not siming anymore. And if you do not have a garantee concerning a certain "end game event" than the bit about "at what cost" becomes meaningless. It may only bear a meaning if the goal is acheived. And in sim play, you cannot have that sort of garantee else you're not playing a "100%" sim game, whatever that means. Anyone who tried to "adress premise" in an actual sim game knows that it just don't happen. It turns into "guess work" because the GM gives "hints" to the players that aren't obivous because the players aren't the same persons as the GM and they don't see the imagine universe the same way as the GM do. Skeptic can testify on this. If you want the players to acheive a specific goal in gamist and sim play, you must use railroading. If the players don't mind being railroaded there is no problems. However if you want to give the players and GM a tool or tools to avoid railroading while still going on a "main plot" then you got some nar play going on. At least a certain fraction of it. It's an out of game agreement about what the players will do. Assuming the GM wants to see the whole plot being resolved, there has to be a mechanic to allow it which either scale down the "challenges" in gamist play or goes against "internal logic" in sim play. [/QUOTE]
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The Death of Simulation
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