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


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If you want a real simulation of planet creation; look no further then Architect of Worlds!

This is very cool! The recently released Explorer's Guide for Star Trek Adventures covers very similar territory also in a "grounded in science" way.
 

If you want a real simulation of planet creation; look no further then Architect of Worlds!


I went deep into this about 25 years ago doing tons of reading in the college library and downloading all the then latest simulation software, and what I discovered is that realistic galaxies are depressing. It crushed my belief (alongside working in a bioinformatics lab) that there was life anywhere else in the galaxy and ended my belief in Star Trek/Stellaris style interplanetary empires and along with it my desire to run sci-fi RPGs informed by realism. If I ever did, I'd probably do some more Expanse/Transhuman Worlds sort of thing, only without the fantasy elements Expanse leans into heavily. If I wanted "sufficiently advanced technology" I'd go more in the direction of The Golden Oucumene with its convenient islands of stability in very large unnatural atoms with convenient unobtanium properties that is otherwise pretty solid hard sci-fi and even its conceits are at least pretending really well.

That said, I didn't even know this publisher existed and they are kind of awesome in that 1980's retro style running computer programs on wetware thing.
 
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I see simulation as an attempt to create a predictive model of a setting. This leads to some other assumptions:

In the absence of information to the contrary, we should expect that things are meant to seem as realistic as possible. A character that doesn't get enough sleep or food will not be as aware or active as they could be (to use two simple examples).

Complexity - or at least, more rules modules - is often used to bolster the simulative process. If I want my assassin to take a shot in the dark, I need night vision capability. Do I then need rules for encumbrance, or weather, or degrees of darkness, or how wearing the equipment reduces my peripheral vision?

The more unusual the setting, the harder it is to simulate, because people can have different conclusions about how the setting would shake out. If elementals pull trains and heat houses, why is there still scarcity in the economy? Why don't droids rebel?
 

simulation to me is...trying to give everything enough of it's own set of rules to minimize the amount of times where you need to ask 'well how should this resolve?'

Which is why I prefer games with strong sim attitude towards play, because the moment in the middle of a game when I must suddenly rules smith is to me one of the worst moments you can have as a GM.

But I think that there is more to sim attitude than just "We should have a rule for everything" because it's easy if you have a focus on having a game that works to define everything as being one of a limited number of moves and resolve everything abstractly. The sim attitude doesn't just want to have rules, but for each situation to have its own minigame to cover the particulars of the situation to produce answers that seem to result from the particular characteristics of the fiction. Sim attitude tends to produce a multitude of resolution systems because the particulars of flying a plane, swinging a sword, romancing a paramour, arguing a court case, or leading an army into battle seem different enough from each other that we don't want to just resolve all those things with the same type of fortune check. Sim attitude produces not just a rule for everything, but steps unique to each particular situation. As such, it's definitely the heaviest approach to the rules.
 

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