What Does "Simulation" Mean To You? [+]

I mean, I'm firmly in camp "we wrote 300 page books about it, you can read them." But also, that's honestly fine, as long there are answers. It's one thing for a player's expectation to not align with an outcome, it's quite another for there not to be a knowable rule that set the outcome, and that rule needs to then yield consistent results with further reasoning and exploration.

Well, I agree with that; I just think assuming people are going to not carry expectations is the wrong way to get there. You either need to adjust things so their expectations and the system are in sync, get them to adjust their expectations, or accept they aren't going to work in the game. And you need to be honest if you go with the second one, because they may not be able to do it, and trying to ask like they will if you just keep acting like it will happen will not produce good results.
 

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I don't think that it really makes sense to talk about a "sim aspect" to fiction writing. Simulation is an attitude towards, or an approach towards, playing RPGs, that is concerned with how the various participants orient themselves towards the shared fiction (both as an input into, and an output of, their collective game-playing activity).

There is no shared fiction of that sort in fiction writing. REH is unequivocally the author; and you and I and other posters in this thread are unequivocally the audience/readers.

Sure, but there can still be an attempt at inserting a level of plausibility, just like I mentioned with the professional wrestling example elsewhere.

Even if the booker is in charge of all the storylines (and is essentially the author,) there can still be an effort made to simulate varying levels of an athletic contest. While they all fall under the umbrella of "pro wrestling," Japanese 'strong style,' lucha libre, 80s NWA, and 80s WWF all have very different approaches and varying levels to what's real and what isn't.

Similarly, REH has an approach to writing the visceral nature of combat (sites, smells, sounds) and tactical engagement that is very different than authors who may place less importance on that sort of thing. I don't think it's a stretch to say there are reasons for why his writing eventually came to be defined as a separate genre.

Sure, playing an rpg and writing a book are two different activities, but I posit that they are both approaches to creating fiction and writing a story. As a game is essentially a group effort at creating fiction (albeit one in which there are asymmetrical roles when it comes to GM & Players,) having a shared sense of what type of story -what style of fiction- you want to create and experience matters. Mechanics are a piece of it, but the "how" and "why" you choose to approach it matters just as much.

The group having some common ground for what's real and what isn't... where extra detail matters and where it doesn't... are we working lucha or strong style? ...if this was a movie, are we thinking directed by Tarentino or Michael Bay?

Maybe the terminology doesn't exactly line up 1-to-1, but those sliding scales and knobs can still be adjusted. Creating a sim aesthetic requires a certain set of choices to the approach. That's just as true for writing a battle that feels 'real' as trying it is for trying to play through a game that feels the same, even if (and I would say especially if) we're including elements that are fantastical by their very nature.
 

We live in the age where we can get experts in their fields to contribute to TTRPGs to ensure that the TTRPG actually represents the thing it's trying to portray!


From the Kickstarter page...

"Pioneer was written by software architect Dr. Sandy Antunes, whose space-science experience with NASA, the Applied Physics Laboratory (APL), the Naval Research Laboratory (NRL), and several universities makes Pioneer authentic and realistic. The project was further developed by Traveller veterans Chris Griffen and Geir Lanesskog."
 
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