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*Pathfinder & Starfinder
The Death of Simulation
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<blockquote data-quote="Bastoche" data-source="post: 4033085" data-attributes="member: 306"><p>Yes. And I'd add that MY way of playing nar is to have players and the GM agree before hand on what the game will be about "We're a bunch of low life scundrels trying to build up a thief guild that will one day take control over the king via political leverage". There's few details about how and when all this stuff happens. But the players agree that whatever will happen in-game is purposfully happening toward that goal. The GM's scenes will be framed toward that end and the players are expected to make their character act toward that goal. They may not succeed, but the point of the game is to atempt that and everything that happens in-game should build up toward a climax where the goal of the game is directly adressed.</p><p></p><p>In Burning Wheel, for example, the "end goal" can change during play because of player priorities changing BECAUSE is in-game events. In sim play, the character priorites may change because of in-game event, but in principles it has nothing to do with the player priorities toward the game. In sim play, player priority should be the exploration itself. Not the object of exploration nor the end goal.</p></blockquote><p></p>
[QUOTE="Bastoche, post: 4033085, member: 306"] Yes. And I'd add that MY way of playing nar is to have players and the GM agree before hand on what the game will be about "We're a bunch of low life scundrels trying to build up a thief guild that will one day take control over the king via political leverage". There's few details about how and when all this stuff happens. But the players agree that whatever will happen in-game is purposfully happening toward that goal. The GM's scenes will be framed toward that end and the players are expected to make their character act toward that goal. They may not succeed, but the point of the game is to atempt that and everything that happens in-game should build up toward a climax where the goal of the game is directly adressed. In Burning Wheel, for example, the "end goal" can change during play because of player priorities changing BECAUSE is in-game events. In sim play, the character priorites may change because of in-game event, but in principles it has nothing to do with the player priorities toward the game. In sim play, player priority should be the exploration itself. Not the object of exploration nor the end goal. [/QUOTE]
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