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Why do RPGs have rules?
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<blockquote data-quote="clearstream" data-source="post: 9074457" data-attributes="member: 71699"><p>I have mixed feelings on this. It's largely if not entirely true of games that folk have felt comfortable calling simulationist so far. And it makes sense that for a result to be consistent with a cause necessitates that a cause be available at the moment a result is required, to inform it.</p><p></p><p>In the lightning example, a possibility came up that a result could generate (reveal, if preferred) a cause. In this case, the group would wait to see what sorts of results came up in their play, and infer causes from them, which would go on to inform results in future circumstances. Discovering world-laws indirectly through authorship has also been discussed.</p><p></p><p>The second sorts of cases become worth entertaining once it's mooted that "internal cause is king" is about methods not purposes. Tuovinen doesn't outright say it, but he does say what he thinks the purposes of simulationism are; and they are not "making sure that internal cause is king". This is how Tuovinen puts it</p><p></p><p>He explains that</p><p></p><p>That twice-repeated "subject matter", and introducing "relevant material"... perforce preloading?</p><p></p><p></p><p>The question on my mind is whether to call Duskvol or The Wider World of Stonetop pre-loaded? If they're not pre-loaded in the sense you mean (that closes down "choice in the moment") then it just remains to consider if they provide a subject matter? Could P develop a simulationist's interest in what it's like to be "a crew of daring scoundrels seeking their fortunes on the haunted streets of an industrial-fantasy city". Aiming for elevated appreciation and understanding. That doesn't sound all that unlikely!</p><p></p><p>Continuing, many have said that nar players are going to often enough make choices that fit with (putative) pre-loaded subject matter including world-laws (they'll resonate with Duskvol, be suitable for Stonetop, and so forth). To the extent that's true, they won't conflict with sim. The nar choices that <em>can't</em> fit with anything preloaded will be how premises are answered, i.e. theme.</p><p></p><p>It's worth keeping in mind that I can (and should) make the same sorts of preloading dependency claims about the necessity of premises to the ruthless addressing thereof Thus might resolve them in the same way. Again, it's not pre-loading, but what is pre-loaded that matters.</p><p></p><p>So, does appreciating and understanding necessitate pre-loading theme? If so, why?</p></blockquote><p></p>
[QUOTE="clearstream, post: 9074457, member: 71699"] I have mixed feelings on this. It's largely if not entirely true of games that folk have felt comfortable calling simulationist so far. And it makes sense that for a result to be consistent with a cause necessitates that a cause be available at the moment a result is required, to inform it. In the lightning example, a possibility came up that a result could generate (reveal, if preferred) a cause. In this case, the group would wait to see what sorts of results came up in their play, and infer causes from them, which would go on to inform results in future circumstances. Discovering world-laws indirectly through authorship has also been discussed. The second sorts of cases become worth entertaining once it's mooted that "internal cause is king" is about methods not purposes. Tuovinen doesn't outright say it, but he does say what he thinks the purposes of simulationism are; and they are not "making sure that internal cause is king". This is how Tuovinen puts it He explains that That twice-repeated "subject matter", and introducing "relevant material"... perforce preloading? The question on my mind is whether to call Duskvol or The Wider World of Stonetop pre-loaded? If they're not pre-loaded in the sense you mean (that closes down "choice in the moment") then it just remains to consider if they provide a subject matter? Could P develop a simulationist's interest in what it's like to be "a crew of daring scoundrels seeking their fortunes on the haunted streets of an industrial-fantasy city". Aiming for elevated appreciation and understanding. That doesn't sound all that unlikely! Continuing, many have said that nar players are going to often enough make choices that fit with (putative) pre-loaded subject matter including world-laws (they'll resonate with Duskvol, be suitable for Stonetop, and so forth). To the extent that's true, they won't conflict with sim. The nar choices that [I]can't[/I] fit with anything preloaded will be how premises are answered, i.e. theme. It's worth keeping in mind that I can (and should) make the same sorts of preloading dependency claims about the necessity of premises to the ruthless addressing thereof Thus might resolve them in the same way. Again, it's not pre-loading, but what is pre-loaded that matters. So, does appreciating and understanding necessitate pre-loading theme? If so, why? [/QUOTE]
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