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.
 

I mean, sure. But, then again, looking around us, I suspect that people see more breaking of rules without consequence than they see athletic contests these days.

And, if the heel felt consequences for their rule breaking, they'd get thrown out, and the show would be over! The hero cannot be heroic if the referee just tosses the heel out of the match.

That's why a good heel finds ways to break (or bend) the rules without getting caught.

The most basic formula:
•The audience sees
•Ref doesn't
•crowd boos or makes some commotion
•Ref asks the heel if he cheated
•heel says "no"

So then, people are angry and have negative emotion toward the heel for two reasons: a) the cheating; b) the lying

Eventually, when the hero makes a comeback and the heel gets their comeuppance; the audience can live vicariously through their hero.

If it's just done right in front of the ref, the illusion is broken. None of that emotion is invested.
 
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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.
I don’t think those logically follow from each other, although I agree some people go that route. As evidence, I would offer Kriegspiel, which was a war simulation used for training real officers by the Prussian Army very successfully. It is most definitely a simulation with no need to consider gameplay / enjoyment or story yet it was mostly operated by the referees judgement based on experience. It did not have a whole stack of specific rules or procedures for different kinds of activities an army might undertake. Hence simulation does not need to mean lots of rules.

And there is a through-line of Kriegspiel > Braunstein > Original D&D so I would consider that relevant to the topic of RPGs.
 

I don’t think those logically follow from each other, although I agree some people go that route. As evidence, I would offer Kriegspiel, which was a war simulation used for training real officers by the Prussian Army very successfully. It is most definitely a simulation with no need to consider gameplay / enjoyment or story yet it was mostly operated by the referees judgement based on experience. It did not have a whole stack of specific rules or procedures for different kinds of activities an army might undertake. Hence simulation does not need to mean lots of rules.
A key feature of free kriegsspiel is - as your post says - the expertise of the referee. The referee makes decisions about what happens, based on their knowledge of how things would actually work out in a real war. This means that, for the referee, the "game" is not a simulation. The referee is not simulating anything - they are making decisions by applying their knowledge.

I don't judge kriegsspiel, but I do sometimes judge moots, and they are similar in this respect: for the mooters, the situation is one of simulation; but for the moot judge, it is not a simulation. It is a deployment of expertise.

Sometimes mooters can who should win don't, because the judge's expertise is not perfect; and so the mooters who make the better argument don't have that recognised by the judge. I assume that the same thing sometimes happens in free kriegsspiel - that the referee makes a wrong call, and so a trainee officer whose forces should have succeeded in their manoeuvre, loses.

Underlying all of this - that the judge/referee can exercise expertise; that the "players" can reason about the imagined situation; that sometimes the judge/referee can get it wrong - is that there is an objective standard of correctness, namely, how things would really unfold (in a battle) or what would really be a good argument (in a moot).

And there is a through-line of Kriegspiel > Braunstein > Original D&D so I would consider that relevant to the topic of RPGs.
A difference between RPGing and free kriegsspiel is that there is no asymmetry of expertise. At least by default, the GM is no more expert in things like how hard it is to climb up a statue or how hard it is to pry a gem from the eye socket of a statue than any of the players.

In some approaches to RPGing - eg classic D&D - the GM has secret information, like the map and its key. This gives the GM a special role to play in dispensing information. But not more generally in the resolution of declared actions.
 

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