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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="pemerton" data-source="post: 6354119" data-attributes="member: 42582"><p>It's a little hard without you giving any examples of actual play, nor examples of what motivated particular decisions by participants in the course of that play.</p><p></p><p>But if you really want me to have a stab at it, I would say that you are playing a high concept simulationist game, with the main focus of play being for the players to experience immersion into the world that is created and managed entirely, and almost entirely, by the GM.</p><p></p><p>You say that "story is generated organically in play", but you also say that you play with "great latitude for DM discretion and judgement". And players are expected to make decisions purely from the in-character point of view, not having regard to metagame considerations. To me, that all suggests high-concept sim. I would expect that you and your group have very high expectations of the sort of play experience a GM will deliver: I think you would insist on a "living, breathing world" with richly detailed NPCs, and would find a "dungeon of the week" GM pretty shallow and uninspiring.</p><p></p><p>My guess is that, as well as D&D (especially perhaps 2nd ed AD&D D&D) games your group might enjoy (and perhaps have played in the past) would include Pendragon, Call of Cthulhu, Ars Magica, perhaps Lot5R (I'm not sure how heavy its rules are relative to your preferences), perhaps Dread (I'm not sure what your tolerance would be for Jenga resolution), perhaps some Fudge-based games but not more contemporary Fate-based games. If you play 3E/PF, I would expect that it's rules heaviness would be a source of frustration from time-to-time.</p><p></p><p>That's my best effort to "profile" you and your group from the small amount of information that I have.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6354119, member: 42582"] It's a little hard without you giving any examples of actual play, nor examples of what motivated particular decisions by participants in the course of that play. But if you really want me to have a stab at it, I would say that you are playing a high concept simulationist game, with the main focus of play being for the players to experience immersion into the world that is created and managed entirely, and almost entirely, by the GM. You say that "story is generated organically in play", but you also say that you play with "great latitude for DM discretion and judgement". And players are expected to make decisions purely from the in-character point of view, not having regard to metagame considerations. To me, that all suggests high-concept sim. I would expect that you and your group have very high expectations of the sort of play experience a GM will deliver: I think you would insist on a "living, breathing world" with richly detailed NPCs, and would find a "dungeon of the week" GM pretty shallow and uninspiring. My guess is that, as well as D&D (especially perhaps 2nd ed AD&D D&D) games your group might enjoy (and perhaps have played in the past) would include Pendragon, Call of Cthulhu, Ars Magica, perhaps Lot5R (I'm not sure how heavy its rules are relative to your preferences), perhaps Dread (I'm not sure what your tolerance would be for Jenga resolution), perhaps some Fudge-based games but not more contemporary Fate-based games. If you play 3E/PF, I would expect that it's rules heaviness would be a source of frustration from time-to-time. That's my best effort to "profile" you and your group from the small amount of information that I have. [/QUOTE]
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Why use D&D for a Simulationist style Game?
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