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Why do RPGs have rules?
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<blockquote data-quote="pemerton" data-source="post: 9075349" data-attributes="member: 42582"><p>I'm aware. I'm not setting out to post about sandbox play in particular. I'm answering your question about what "pre-loading" is.</p><p></p><p>In the context of a sandbox, as I understand the standard approaches (based on my own experience, plus reading around), the "preloading" would consist in the methods for working out <em>what happens next</em>, which will be a mixture of GM notes (eg "If X is approached about Y, then X will do such-and-such"), the use of tables (eg reaction tables, events tables), and GM extrapolation and decision-making intended to emulate the sorts of results that notes and tables would produce if they were available.</p><p></p><p>Sure. This is orthogonal to the notion of "pre-loading".</p><p></p><p>How are the responses to player actions decided? If the goal is to extrapolate so as to produce the sorts of results that notes and tables might, then we have sim of the sort I described just above. If this is done using, roughly, the sorts of principles set out in Apocalypse World, then you're playing narrativist. In this latter case, one thing you might find over time - at least in my experience - is that using the sim methods (tables, notes about what X will do in situation Z etc), and extrapolation intended to emulate sim methods, will get in the way.</p><p></p><p>I think my reply to [USER=71699]@clearstream[/USER], where I used the term, was pretty clear. I was discussing how it is that simulationist play achieves the goal of having <em>internal cause be king</em>.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9075349, member: 42582"] I'm aware. I'm not setting out to post about sandbox play in particular. I'm answering your question about what "pre-loading" is. In the context of a sandbox, as I understand the standard approaches (based on my own experience, plus reading around), the "preloading" would consist in the methods for working out [I]what happens next[/I], which will be a mixture of GM notes (eg "If X is approached about Y, then X will do such-and-such"), the use of tables (eg reaction tables, events tables), and GM extrapolation and decision-making intended to emulate the sorts of results that notes and tables would produce if they were available. Sure. This is orthogonal to the notion of "pre-loading". How are the responses to player actions decided? If the goal is to extrapolate so as to produce the sorts of results that notes and tables might, then we have sim of the sort I described just above. If this is done using, roughly, the sorts of principles set out in Apocalypse World, then you're playing narrativist. In this latter case, one thing you might find over time - at least in my experience - is that using the sim methods (tables, notes about what X will do in situation Z etc), and extrapolation intended to emulate sim methods, will get in the way. I think my reply to [USER=71699]@clearstream[/USER], where I used the term, was pretty clear. I was discussing how it is that simulationist play achieves the goal of having [I]internal cause be king[/I]. [/QUOTE]
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