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General Tabletop Discussion
*Pathfinder & Starfinder
Why use D&D for a Simulationist style Game?
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<blockquote data-quote="Hussar" data-source="post: 6353778" data-attributes="member: 22779"><p>I'd say that that's someone besides the point though. All three styles and combinations thereof can be approached from an "In Character" way. And D&D has never really pushed the idea of you should always act in character either. The intros say that, but, then the mechanics are a mostly gamist mishmash of rules that tell you what happens when you try to do something. </p><p></p><p>Sure, immersion is important. I agree and I want to be immersed. But, by the same token, there are all sorts of elements in every edition that talk about stepping outside the character and performing all sorts of activities. There's nothing inherently immersion breaking with having one player (not the DM) at the table, from time to time, dictate bits and pieces of the scene.</p><p></p><p>Sure, the majority of the scene will be the result of the DM, but, DM+players =/= lack of immersion. Not necessarily anyway. That varies from table to table.</p><p></p><p>My point is, people talk about playing D&D as a world simulation. That the mechanics of the game define the world. The mechanics are essentially the physics engine in a First Person Shooter. They define the reality of the world. Now, there are games that do this. And there are games that do this really, really well. D&D is not one of them, and I wonder, if modelling the world is the goal, why you use D&D for it. </p><p></p><p>The thing is, ten pages into this thread, no one's really been able to point to anything that says, "Yeah, D&D works great for this".</p></blockquote><p></p>
[QUOTE="Hussar, post: 6353778, member: 22779"] I'd say that that's someone besides the point though. All three styles and combinations thereof can be approached from an "In Character" way. And D&D has never really pushed the idea of you should always act in character either. The intros say that, but, then the mechanics are a mostly gamist mishmash of rules that tell you what happens when you try to do something. Sure, immersion is important. I agree and I want to be immersed. But, by the same token, there are all sorts of elements in every edition that talk about stepping outside the character and performing all sorts of activities. There's nothing inherently immersion breaking with having one player (not the DM) at the table, from time to time, dictate bits and pieces of the scene. Sure, the majority of the scene will be the result of the DM, but, DM+players =/= lack of immersion. Not necessarily anyway. That varies from table to table. My point is, people talk about playing D&D as a world simulation. That the mechanics of the game define the world. The mechanics are essentially the physics engine in a First Person Shooter. They define the reality of the world. Now, there are games that do this. And there are games that do this really, really well. D&D is not one of them, and I wonder, if modelling the world is the goal, why you use D&D for it. The thing is, ten pages into this thread, no one's really been able to point to anything that says, "Yeah, D&D works great for this". [/QUOTE]
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Why use D&D for a Simulationist style Game?
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