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Why do RPGs have rules?
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<blockquote data-quote="clearstream" data-source="post: 9041578" data-attributes="member: 71699"><p>In my experience when playing in a simulationist mode our characters have almost always held exceptional roles within their society. Roles also filled by many other members of society. For example, in Bushido we mainly played samurai. There were thousands of samurai in Japan at that time, hundreds serving alongside us under our Daimyou. But to be a samurai was exceptional compared with the average person, and to us as the persons playing. As an aside, to my observation it is better accepted to play identical characters - e.g. all samurai - in this sort of play.</p><p></p><p>I define the simulationist principle as</p><ol> <li data-xf-list-type="ol">Imagined world facts are established independently of player-character intentions.</li> <li data-xf-list-type="ol">The features of imagined world facts map to the features of real world examples, making them realistic.</li> <li data-xf-list-type="ol">The features of imagined world facts and how they change over time conform to shared theories about the world, making them plausible.</li> </ol><p>I think of 1. as the distinctive component - as narrativism rejects it - while 2. and 3. are the "plausibility" components and serve narrativism just as well and potentially to much the same ends as simulationism.</p><p></p><p>Currently I don't think of the simulationist principle as necessarily including a component defining what sorts of characters should be played, although perhaps it needs to be clarified that the characters must fit to rather than cast into doubt 1., 2., and 3. That says nothing about what those characters become involved with and which moments of their lives are role-played out. I'd also stress that 1., 2., and 3. are agnostic of the means and timing under which they are brought about (they need not be GM authored, they need not be preexisting).</p></blockquote><p></p>
[QUOTE="clearstream, post: 9041578, member: 71699"] In my experience when playing in a simulationist mode our characters have almost always held exceptional roles within their society. Roles also filled by many other members of society. For example, in Bushido we mainly played samurai. There were thousands of samurai in Japan at that time, hundreds serving alongside us under our Daimyou. But to be a samurai was exceptional compared with the average person, and to us as the persons playing. As an aside, to my observation it is better accepted to play identical characters - e.g. all samurai - in this sort of play. I define the simulationist principle as [LIST=1] [*]Imagined world facts are established independently of player-character intentions. [*]The features of imagined world facts map to the features of real world examples, making them realistic. [*]The features of imagined world facts and how they change over time conform to shared theories about the world, making them plausible. [/LIST] I think of 1. as the distinctive component - as narrativism rejects it - while 2. and 3. are the "plausibility" components and serve narrativism just as well and potentially to much the same ends as simulationism. Currently I don't think of the simulationist principle as necessarily including a component defining what sorts of characters should be played, although perhaps it needs to be clarified that the characters must fit to rather than cast into doubt 1., 2., and 3. That says nothing about what those characters become involved with and which moments of their lives are role-played out. I'd also stress that 1., 2., and 3. are agnostic of the means and timing under which they are brought about (they need not be GM authored, they need not be preexisting). [/QUOTE]
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