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What Does "Simulation" Mean To You? [+]
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<blockquote data-quote="pemerton" data-source="post: 9813260" data-attributes="member: 42582"><p>When I think of my experiences GMing Rolemaster (at first weekly, and then fortnightly, for 19 years), I don't think that <em>avoidance of narrative contrivance</em> was at the core of it. After all, I made decisions about situations and scenarios that were replete with narrative contrivance (eg recurring meetings with NPCs; a PC's mentor is kidnapped; there just happens to be a challenge set before the PCs which they have a reasonable chance of dealing with; etc).</p><p></p><p>I think one important part of the procedures of a game like RM is to <em>disclaim decision-making</em>: the dice (and associated tables, algorithms, etc) tell us what happens. And I think that is why the same sort of techniques can be used in a system like Torchbearer (which relies heavily on random events tables at many points in play): they disclaim decision-making.</p><p></p><p>Vincent Baker had an interesting discussion of a related issue here <<a href="http://www.lumpley.com/index.php/anyway/thread/427" target="_blank">anyway: 3 Resolution Systems</a>>, and the resulting aesthetic experience:</p><p></p><p style="margin-left: 20px">Case 1:</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">1. When you want to describe the weather where the characters are, roll. On a success, say what the weather's like there. (On a failure, it's 76°, few clouds, with a pleasant little breeze.)</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">2. When your character's taking strenuous action, if it's oppressively hot where your character is, you get -2 to your roll. . . .</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Case 2:</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">1. When you want to give another player a die penalty, make a roll. On a success, a) say what's making life hard for their character, and b) give them a -2 to their roll. . . .</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">In case 1, the more time and conceptual space between those two rules' applications, the more real the oppressive heat will seem. For instance: you make a weather roll at the beginning of the session, declare that it's oppressively hot, and so <em>for the entire session</em> all the players roll -2 for all their characters' strenuous actions.</p><p></p><p>The gap of time and conceptual space between <em>declaring that it's hot</em> and a player suffering a penalty to their character's roll separates (i) the decision to author bad weather from (ii) the consequence for the player. This is how it is a type of disclaiming of decision-making.</p><p></p><p>And one way to establish the "conceptual" space that Baker describes is to vary case 1: instead of getting to choose on a success (with the weather being mild on a failure), simply <em>roll on a table to see what the weather is</em>.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9813260, member: 42582"] When I think of my experiences GMing Rolemaster (at first weekly, and then fortnightly, for 19 years), I don't think that [I]avoidance of narrative contrivance[/I] was at the core of it. After all, I made decisions about situations and scenarios that were replete with narrative contrivance (eg recurring meetings with NPCs; a PC's mentor is kidnapped; there just happens to be a challenge set before the PCs which they have a reasonable chance of dealing with; etc). I think one important part of the procedures of a game like RM is to [I]disclaim decision-making[/I]: the dice (and associated tables, algorithms, etc) tell us what happens. And I think that is why the same sort of techniques can be used in a system like Torchbearer (which relies heavily on random events tables at many points in play): they disclaim decision-making. Vincent Baker had an interesting discussion of a related issue here <[URL="http://www.lumpley.com/index.php/anyway/thread/427"]anyway: 3 Resolution Systems[/URL]>, and the resulting aesthetic experience: [indent]Case 1: 1. When you want to describe the weather where the characters are, roll. On a success, say what the weather's like there. (On a failure, it's 76°, few clouds, with a pleasant little breeze.) 2. When your character's taking strenuous action, if it's oppressively hot where your character is, you get -2 to your roll. . . . Case 2: 1. When you want to give another player a die penalty, make a roll. On a success, a) say what's making life hard for their character, and b) give them a -2 to their roll. . . . In case 1, the more time and conceptual space between those two rules' applications, the more real the oppressive heat will seem. For instance: you make a weather roll at the beginning of the session, declare that it's oppressively hot, and so [I]for the entire session[/I] all the players roll -2 for all their characters' strenuous actions.[/indent] The gap of time and conceptual space between [I]declaring that it's hot[/I] and a player suffering a penalty to their character's roll separates (i) the decision to author bad weather from (ii) the consequence for the player. This is how it is a type of disclaiming of decision-making. And one way to establish the "conceptual" space that Baker describes is to vary case 1: instead of getting to choose on a success (with the weather being mild on a failure), simply [I]roll on a table to see what the weather is[/I]. [/QUOTE]
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