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The Death of Simulation
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<blockquote data-quote="Campbell" data-source="post: 4033500" data-attributes="member: 16586"><p>I think we're getting dragged down into definition hell. The way I look at is that pure simulation is imersion oriented. Any exploration of theme is purely accidental once play has begun since the principle goal of simulation is fidelity to character and world. The simulationist player is not trying to make a statement when his character is faced with any given decision - rather he is solely concerned with how his character would react. Likewise a pure simulationist GM does not care about exploring theme when creating game material - rather his primary concern is fidelity with previous material. A simulationist GM does not include orc babies because he is aiming to explore the nature of an orc's violent tendencies - the orc babies are there since orcs have babies.</p><p></p><p>On the other hand, a nar agenda involves a certain amount of seperation between character and player. While fidelity to character might impact the decisions a nar player makes, he is principly concerned with the best way to make the statement he wishes to make. He will often make decisions that do not have the highest degree of fidelity with what is known about his character. </p><p></p><p>Of course the waters are pretty muddy since pure sim and pure nar types are relatively rare. Additionally, examples are usually not that effective unless they actually address player thought process and active communication. There's no way to tell from a story hour if a given game focused on sim or nar concerns.</p></blockquote><p></p>
[QUOTE="Campbell, post: 4033500, member: 16586"] I think we're getting dragged down into definition hell. The way I look at is that pure simulation is imersion oriented. Any exploration of theme is purely accidental once play has begun since the principle goal of simulation is fidelity to character and world. The simulationist player is not trying to make a statement when his character is faced with any given decision - rather he is solely concerned with how his character would react. Likewise a pure simulationist GM does not care about exploring theme when creating game material - rather his primary concern is fidelity with previous material. A simulationist GM does not include orc babies because he is aiming to explore the nature of an orc's violent tendencies - the orc babies are there since orcs have babies. On the other hand, a nar agenda involves a certain amount of seperation between character and player. While fidelity to character might impact the decisions a nar player makes, he is principly concerned with the best way to make the statement he wishes to make. He will often make decisions that do not have the highest degree of fidelity with what is known about his character. Of course the waters are pretty muddy since pure sim and pure nar types are relatively rare. Additionally, examples are usually not that effective unless they actually address player thought process and active communication. There's no way to tell from a story hour if a given game focused on sim or nar concerns. [/QUOTE]
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Community
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The Death of Simulation
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