clearstream
(He, Him)
I mention such procedures as candidate lusory means only. Given that "simulationism" is distinctive because world facts are predicated by the internal logic of the world, just so long as that remains king what precludes a highly curated world intended to generate particular thematic experiences?You can read the essay on this:
Setting-creation and universe-play mechanismsAnother derivation of the Purist for System approach brings the Setting creation process directly into play itself. The System-driven elements of the Setting are as "active" as any particular character might be, during play as well as during preparation. Basically, the setting is played, even created, as a part of regular play.Boink! I just realized that the original Traveller, or at least one way to play it, represents an example of this approach. Star system and planet creation are written right into the process of play, such that adventures and missions become not only a means of enjoying and improving characters, but also a means of enjoying and basically mapping the game-space.
Using this sort of game, you are not going to get Middle Earth or Glorantha, which are both highly curated worlds intended to generate particular thematic experiences.
An alternative is that games like RuneQuest that have been held up as exemplars of simulationism are not simulationist. Another is that the simulationist principle is not yet fully defined.
Last edited: