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What is a "Narrative Mechanic"?
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<blockquote data-quote="clearstream" data-source="post: 9142601" data-attributes="member: 71699"><p>Anyone interested in the subject should also read <a href="https://www.arkenstonepublishing.net/isabout/2020/05/14/observations-on-gns-simulationism/" target="_blank">On GNS simulationism</a>. The earlier (Forge) essay supplies some analysis focused on how simulationism has been traditionally achieved. I read it as strong in a sort of "identifying one's enemy" way, albeit fatally flawed in terms of knowing why said "enemy" is fighting in the first place. Tuovinen's essay sheds more light on that significant facet: the two work well when read together.</p><p></p><p>A reason the latter is crucial is that adhering to the earlier analysis can result in (effectively) assuming that important developments over the last twenty years are of little utility to simulationism. Trad-simulationism can be contrasted with "neo-simulationism" (as it might be labelled) which, through focusing on the creative ambition, uncovers ways to use those - frequently more collaborative - techniques.</p><p></p><p>TTRPG is founded upon immersion and exploration (via control of character, with few exceptions), so simulationism cannot be distinguished by those elements alone. It's the ambition to achieve elevated appreciation of subject that marks it out. A moments reflection on that should be enough to see that habitual comfort or discomfort with techniques is not identical to their utility. But they do produce disparate intuitions in ways similar to what [USER=6993955]@Fenris-77[/USER] and [USER=6785785]@hawkeyefan[/USER] have been discussing about what folk feel is (non)diagetic.</p></blockquote><p></p>
[QUOTE="clearstream, post: 9142601, member: 71699"] Anyone interested in the subject should also read [URL='https://www.arkenstonepublishing.net/isabout/2020/05/14/observations-on-gns-simulationism/']On GNS simulationism[/URL]. The earlier (Forge) essay supplies some analysis focused on how simulationism has been traditionally achieved. I read it as strong in a sort of "identifying one's enemy" way, albeit fatally flawed in terms of knowing why said "enemy" is fighting in the first place. Tuovinen's essay sheds more light on that significant facet: the two work well when read together. A reason the latter is crucial is that adhering to the earlier analysis can result in (effectively) assuming that important developments over the last twenty years are of little utility to simulationism. Trad-simulationism can be contrasted with "neo-simulationism" (as it might be labelled) which, through focusing on the creative ambition, uncovers ways to use those - frequently more collaborative - techniques. TTRPG is founded upon immersion and exploration (via control of character, with few exceptions), so simulationism cannot be distinguished by those elements alone. It's the ambition to achieve elevated appreciation of subject that marks it out. A moments reflection on that should be enough to see that habitual comfort or discomfort with techniques is not identical to their utility. But they do produce disparate intuitions in ways similar to what [USER=6993955]@Fenris-77[/USER] and [USER=6785785]@hawkeyefan[/USER] have been discussing about what folk feel is (non)diagetic. [/QUOTE]
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