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General Tabletop Discussion
*Pathfinder & Starfinder
The Death of Simulation
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<blockquote data-quote="Bastoche" data-source="post: 4032907" data-attributes="member: 306"><p>That contributes to the discussion...</p><p></p><p></p><p></p><p>I strongly disagree. If the players create characters that have a specific goal, the DM can "throw ideas at the players" and vice versa which IMO is not railroading. Railroading is: the DM writes a scenario and the players follow along or a made following.</p><p></p><p></p><p></p><p>My point is that this is NOT sim play anymore. IMO, your first sentence is EXACTLY the definition of my ideal game and it sure ain't no sim game. That's what I'm trying to say. "seed[ing] thematic exploration, and then allow[ing] the players to choose what themes to follow, in the same way as they can choose what adventures to follow" is either nar play or sim drift toward nar play. No matter how you call that game, it has at least a small proportion of nar play thrown in. Because that way, the "plot unweaving" is hardwired in the game via player and GM priorities. They agree out of game or meta gamingly to do *something* (specific). Then they collectively "work" on/toward a plot. That's not sim play IMO.</p></blockquote><p></p>
[QUOTE="Bastoche, post: 4032907, member: 306"] That contributes to the discussion... I strongly disagree. If the players create characters that have a specific goal, the DM can "throw ideas at the players" and vice versa which IMO is not railroading. Railroading is: the DM writes a scenario and the players follow along or a made following. My point is that this is NOT sim play anymore. IMO, your first sentence is EXACTLY the definition of my ideal game and it sure ain't no sim game. That's what I'm trying to say. "seed[ing] thematic exploration, and then allow[ing] the players to choose what themes to follow, in the same way as they can choose what adventures to follow" is either nar play or sim drift toward nar play. No matter how you call that game, it has at least a small proportion of nar play thrown in. Because that way, the "plot unweaving" is hardwired in the game via player and GM priorities. They agree out of game or meta gamingly to do *something* (specific). Then they collectively "work" on/toward a plot. That's not sim play IMO. [/QUOTE]
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