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Why use D&D for a Simulationist style Game?
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<blockquote data-quote="Hussar" data-source="post: 6353436" data-attributes="member: 22779"><p>I find it interesting that you have to actually pick two non-roleplaying games to find examples of not being able to tie the narrative to the mechanics. I mean, Battletech is pure simulationist as a board game. You are looking at a tabletop war game. That's about as rooted in sim play as it gets. It might have some wonky bits, but, it is a simulation.</p><p></p><p>Choosing to hide behind a pillar can be done in a gamist RPG or a Narrativist one as well though. In a Gamist game, Cover gives X bonus. What that cover is, doesn't really matter, so long as you can gain cover. In a Nar game, you could claim cover and then add in the pillar (the James Bond RPG allowed you to spend Bond points on exactly this), or you could use the pillar and gain cover as needed. </p><p></p><p>None of that is particularly simulationist. Sim play is not "How do we make a coherent story". Sim play isn't concerned overly with story elements. Sim play is a means to model HOW something happens in play. If your only concern is hiding behind something and gaining cover, all three styles can do that quite easily. Heck, even Battletech has cover rules. MtG, true, doesn't since it's far too abstract to be able to deal with that.</p><p></p><p>But, in what way is MtG not a simulation of two very powerful wizards duking it out? Abstract, sure, but, I've been told that that's perfectly acceptable as a simulation, we shouldn't get bogged down in granularity. Two powerful Walkers are fighting it out using their minions that they summon. The minions are limited by their natures (so consistency is maintained) and the reality of the fight is consistent for all participants - no one can add or subtract anything. How is this different from a D&D fight between two powerful wizards?</p></blockquote><p></p>
[QUOTE="Hussar, post: 6353436, member: 22779"] I find it interesting that you have to actually pick two non-roleplaying games to find examples of not being able to tie the narrative to the mechanics. I mean, Battletech is pure simulationist as a board game. You are looking at a tabletop war game. That's about as rooted in sim play as it gets. It might have some wonky bits, but, it is a simulation. Choosing to hide behind a pillar can be done in a gamist RPG or a Narrativist one as well though. In a Gamist game, Cover gives X bonus. What that cover is, doesn't really matter, so long as you can gain cover. In a Nar game, you could claim cover and then add in the pillar (the James Bond RPG allowed you to spend Bond points on exactly this), or you could use the pillar and gain cover as needed. None of that is particularly simulationist. Sim play is not "How do we make a coherent story". Sim play isn't concerned overly with story elements. Sim play is a means to model HOW something happens in play. If your only concern is hiding behind something and gaining cover, all three styles can do that quite easily. Heck, even Battletech has cover rules. MtG, true, doesn't since it's far too abstract to be able to deal with that. But, in what way is MtG not a simulation of two very powerful wizards duking it out? Abstract, sure, but, I've been told that that's perfectly acceptable as a simulation, we shouldn't get bogged down in granularity. Two powerful Walkers are fighting it out using their minions that they summon. The minions are limited by their natures (so consistency is maintained) and the reality of the fight is consistent for all participants - no one can add or subtract anything. How is this different from a D&D fight between two powerful wizards? [/QUOTE]
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