Imaro
Legend
I believe, and I could be wrong here, that simulationism means that the mechanics of a game actually try to represent (or simulate) a specific thing. As an example in 3e, to "trip" someone is a mechanic but it is also concerned in representing to an extent someone or something actually being tripped in the simulated world. Thus certain things cannot be tripped or are harder to trip, etc...
While in 4e, the gamist mechanic of being knocked prone is less concerned with simulating any particular thing within the simulated world, but instead focuses on supplying a set of rules that create a mechanical effect when said condition is inflicted upon anything.
I could be wrong though.
While in 4e, the gamist mechanic of being knocked prone is less concerned with simulating any particular thing within the simulated world, but instead focuses on supplying a set of rules that create a mechanical effect when said condition is inflicted upon anything.
I could be wrong though.