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General Tabletop Discussion
*TTRPGs General
*The setting* as the focus of "simulationist" play
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<blockquote data-quote="pemerton" data-source="post: 9081209" data-attributes="member: 42582"><p>In pretty standard terms - the desire or motivation that drives a character into action.</p><p></p><p>In play that follows the first dot point of my post, the players provide the dynamism, by establishing characters with strong, clear dramatic needs.</p><p></p><p>In play that is setting-sim, as I have outlined it in the OP, the GM establishes factions, NPCs, and the like with dramatic needs - these are what produce the "living world", as setting-sim is often described. Players make headway in the game by identifying these dramatic needs (eg working out what motivates the various faction, or NPCs) and then engaging with them.</p><p></p><p>There can be RPGing in which no dramatic need is present at all - [USER=82106]@AbdulAlhazred[/USER] has identified classic dungeon crawling as an example, and I reckon classic hexcrawling could also be an instance of this - but I don't think that sort of RPGing is all that common. I think some degree of drama, even pathos, is pretty popular!</p><p></p><p>I think [USER=82106]@AbdulAlhazred[/USER]'s reply to this was pretty solid: a risk of setting-sim play is that the players aren't able to work out what is a sign of action (eg a courier from one faction to another that might provide an entry point for the players, via their PCs, into the action of the setting) from what is mere colour (eg the GM is just narrating a messenger going from A to B to establish the "feel" of the setting).</p><p></p><p>Some sorts of scenarios actually depend on trading on this risk of confusion (eg mysteries where the players miss an early clue or cue, but in retrospect can see how it was one), but I think in true setting-sim play which really aims to eschew railroading then the GM probably wants it to be clear which is which ("hook" or mere colour). But won't want to just say so, as that is too pushy/proactive. Thus it will probably take a group a little bit of time to develop a stable group "culture" or set of shared expectations about which is which.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9081209, member: 42582"] In pretty standard terms - the desire or motivation that drives a character into action. In play that follows the first dot point of my post, the players provide the dynamism, by establishing characters with strong, clear dramatic needs. In play that is setting-sim, as I have outlined it in the OP, the GM establishes factions, NPCs, and the like with dramatic needs - these are what produce the "living world", as setting-sim is often described. Players make headway in the game by identifying these dramatic needs (eg working out what motivates the various faction, or NPCs) and then engaging with them. There can be RPGing in which no dramatic need is present at all - [USER=82106]@AbdulAlhazred[/USER] has identified classic dungeon crawling as an example, and I reckon classic hexcrawling could also be an instance of this - but I don't think that sort of RPGing is all that common. I think some degree of drama, even pathos, is pretty popular! I think [USER=82106]@AbdulAlhazred[/USER]'s reply to this was pretty solid: a risk of setting-sim play is that the players aren't able to work out what is a sign of action (eg a courier from one faction to another that might provide an entry point for the players, via their PCs, into the action of the setting) from what is mere colour (eg the GM is just narrating a messenger going from A to B to establish the "feel" of the setting). Some sorts of scenarios actually depend on trading on this risk of confusion (eg mysteries where the players miss an early clue or cue, but in retrospect can see how it was one), but I think in true setting-sim play which really aims to eschew railroading then the GM probably wants it to be clear which is which ("hook" or mere colour). But won't want to just say so, as that is too pushy/proactive. Thus it will probably take a group a little bit of time to develop a stable group "culture" or set of shared expectations about which is which. [/QUOTE]
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