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General Tabletop Discussion
*TTRPGs General
*The setting* as the focus of "simulationist" play
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<blockquote data-quote="Emberashh" data-source="post: 9083598" data-attributes="member: 7040941"><p>Neither did the people who came up with the term simulationist in regards to describing RPGs. Part and parcel to why the Forge was ultimately a big waste of time driven by a very narrow (and troubling) person. </p><p></p><p>Simulationist in the sense that Im using it is for a gameworld that functions regardless of the players actions. And by function, I mean that things still happen and life goes on, even if the PCs are entirely off-world. </p><p></p><p>In other words, the gameworld is there as its own element with agency, not merely a quantum backdrop for the actions of the PCs. </p><p></p><p></p><p></p><p></p><p>If that were true, it would mean you weren't even playing the game. </p><p></p><p>I think you're getting hung up on me describing stories as fully written. The point of that isn't to railroad players, its to have all the pieces of a story in place so that, when the <em>actual</em> story is weaved at the table, Im not left wanting if the PCs take some unexpected turn away from that story and go towards some other story or even forge their own. </p><p></p><p>Its the same basic ethos behind GM prep being about prepping situations rather than plots. I write the story sans players so I have a full gamut of situations to utilize. </p><p></p><p>Whether the players choose to engage the story from day 0 or ignore it until the last minute, or any mix of engagement between them, I have the pieces to work with and adjust so that they account for the players choices. </p><p></p><p>If you're a spectator in that context, you're literally not playing the game and don't get the point of a sandbox.</p></blockquote><p></p>
[QUOTE="Emberashh, post: 9083598, member: 7040941"] Neither did the people who came up with the term simulationist in regards to describing RPGs. Part and parcel to why the Forge was ultimately a big waste of time driven by a very narrow (and troubling) person. Simulationist in the sense that Im using it is for a gameworld that functions regardless of the players actions. And by function, I mean that things still happen and life goes on, even if the PCs are entirely off-world. In other words, the gameworld is there as its own element with agency, not merely a quantum backdrop for the actions of the PCs. If that were true, it would mean you weren't even playing the game. I think you're getting hung up on me describing stories as fully written. The point of that isn't to railroad players, its to have all the pieces of a story in place so that, when the [I]actual[/I] story is weaved at the table, Im not left wanting if the PCs take some unexpected turn away from that story and go towards some other story or even forge their own. Its the same basic ethos behind GM prep being about prepping situations rather than plots. I write the story sans players so I have a full gamut of situations to utilize. Whether the players choose to engage the story from day 0 or ignore it until the last minute, or any mix of engagement between them, I have the pieces to work with and adjust so that they account for the players choices. If you're a spectator in that context, you're literally not playing the game and don't get the point of a sandbox. [/QUOTE]
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