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!
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Architect of Worlds: Comprehensive Rules for Worldbuilding — Ad Astra Games
THE GALAXY IS YOURS WITH ARCHITECT OF WORLDS . We live in a golden age in astronomy. Fifty years ago, our understanding of our own planetary system was just being upended by NASA missions. We could only guess at worlds circling other stars. Now we know of thousands of exoplanets, with hundreds mowww.adastragames.com
If you want a real simulation of planet creation; look no further then Architect of Worlds!
![]()
Architect of Worlds: Comprehensive Rules for Worldbuilding — Ad Astra Games
THE GALAXY IS YOURS WITH ARCHITECT OF WORLDS . We live in a golden age in astronomy. Fifty years ago, our understanding of our own planetary system was just being upended by NASA missions. We could only guess at worlds circling other stars. Now we know of thousands of exoplanets, with hundreds mowww.adastragames.com
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?'
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.
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.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.
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 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 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.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.
And there is a through-line of Kriegspiel > Braunstein > Original D&D so I would consider that relevant to the topic of RPGs.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.