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What Does "Simulation" Mean To You? [+]
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<blockquote data-quote="GobHag" data-source="post: 9815548" data-attributes="member: 7043860"><p>Was being a bit rude there on my previous post, so here's my take:</p><p></p><p>A simulationist <em>design</em>/<em>writing</em> is an approach where the designers/writers make rules and design content as if they were diegetic in the world. Not necessarily one-to-one all the time but works as if 'it exists' in the world, D&D has very few good examples over the years and what they do have has been slowly abandoned by the playerbase and devs so here's one from Exalted: The magical weapons are almost all ridiculously heavy, they can be Buster Sword sized or normal sized but very fancy, but every one of them weighs hundreds of kilograms.... if you don't have chi/magic juice, but if you put even just a sliver of magic juice it becomes light as a feather for you to wield--just wielding, anyone on the wrong end feels the same amount of weight.</p><p></p><p>This is meant to depict stuff like Son Wu-Kong's Ryu Jingu Bang who only he can wield with his strength(but allowing non STR fighters to also use it) or the Buster Sword, but it's justified itself through hoops instead of just 'Magical Swords are just Inexplicably Better'</p><p></p><p>A simulationist <em>playstyle</em> is one where the GM and group focuses on the interaction and exploration of the 'game world' itself. The players at the table want to act as if their characters actually do exists in an imaginary space-time location; The powergamer uses 'common believe physics'/(or half-researched knowledge from google) to crush challenges, in <a href="https://headofthegoat.itch.io/new-simulationism" target="_blank">rules light game</a> the groups trust and headspace are similar enough that they don't need much explicit rules to simulate the 'game world'. ideally only the things <em>inside</em> that game world should affect it, unlikely ofc, but that's why it's an ideal</p><p></p><p>[USER=7029930]@AnotherGuy[/USER] 's response to me reflects that, their reasoning is because it 'doesn't make sence' even though there's nothing in the rules that prevents me from depicting an attack roll that didn't overcome my AC as me glaring at the Ogre as its club sends splinters of woods from hitting my gloriously solid body. But since their table's/'game world' doesn't fit that kind of depiction because of verisimilitude(A non simulationist denial of the same thing could be that since I'm a Fighter is should describe it by expression of skill because the Fighter is meant to represent a 'skilled warrior', or that it's too goofy and not cool enough)</p></blockquote><p></p>
[QUOTE="GobHag, post: 9815548, member: 7043860"] Was being a bit rude there on my previous post, so here's my take: A simulationist [I]design[/I]/[I]writing[/I] is an approach where the designers/writers make rules and design content as if they were diegetic in the world. Not necessarily one-to-one all the time but works as if 'it exists' in the world, D&D has very few good examples over the years and what they do have has been slowly abandoned by the playerbase and devs so here's one from Exalted: The magical weapons are almost all ridiculously heavy, they can be Buster Sword sized or normal sized but very fancy, but every one of them weighs hundreds of kilograms.... if you don't have chi/magic juice, but if you put even just a sliver of magic juice it becomes light as a feather for you to wield--just wielding, anyone on the wrong end feels the same amount of weight. This is meant to depict stuff like Son Wu-Kong's Ryu Jingu Bang who only he can wield with his strength(but allowing non STR fighters to also use it) or the Buster Sword, but it's justified itself through hoops instead of just 'Magical Swords are just Inexplicably Better' A simulationist [I]playstyle[/I] is one where the GM and group focuses on the interaction and exploration of the 'game world' itself. The players at the table want to act as if their characters actually do exists in an imaginary space-time location; The powergamer uses 'common believe physics'/(or half-researched knowledge from google) to crush challenges, in [URL='https://headofthegoat.itch.io/new-simulationism']rules light game[/URL] the groups trust and headspace are similar enough that they don't need much explicit rules to simulate the 'game world'. ideally only the things [I]inside[/I] that game world should affect it, unlikely ofc, but that's why it's an ideal [USER=7029930]@AnotherGuy[/USER] 's response to me reflects that, their reasoning is because it 'doesn't make sence' even though there's nothing in the rules that prevents me from depicting an attack roll that didn't overcome my AC as me glaring at the Ogre as its club sends splinters of woods from hitting my gloriously solid body. But since their table's/'game world' doesn't fit that kind of depiction because of verisimilitude(A non simulationist denial of the same thing could be that since I'm a Fighter is should describe it by expression of skill because the Fighter is meant to represent a 'skilled warrior', or that it's too goofy and not cool enough) [/QUOTE]
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