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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="evileeyore" data-source="post: 6355218" data-attributes="member: 1768"><p>They've touched it. Made a number of "Suprise round" jokes about turn sequencing.</p><p></p><p></p><p></p><p>I don't know all the options. My group was playing <em>GURPS</em> and Shadowrun when the real glut of supplements came out for 3e.</p><p></p><p></p><p>First I define Narrativist as "Having mechanics to place the power of scene Narration in the Players hands". It's why I've been seperating "narration" (what the DM does all the time) from "narrativist" in my arguments.</p><p></p><p>OD&D, AD&D, BECMI, 3e = Basically none. The PCs have little to no narrative control outside their own characters actions, much of which may require actual skill checks. While I do understand that by GNS Theory this still means they have some Narrative control, I'm not counting it.</p><p></p><p>4e = I'm not sure. I think there were some narrative powers, but little of it exist outside combat and mostly serves the gamist side of the house. I'm willing to accept I may be wrong in labeling 4e "little to no narrativism".</p><p></p><p>5e = There is a clear Narrativist Mechanic in the Inspiration points. Not sure how much it'll play in 5e, we'll see.</p><p></p><p>GURPS = I've been remis in mentioning that <em>GURPS</em> has a strong Narrativist mechanic in EXP expenditure in game. It's fairly broad in the narrative powers it places in PCs hands, but it requires ST/Player negotiation and is limited by how many EXP the Player wants to spend (and <em>GURPS</em> awards far, far less EXP than D&D does, like 5 points per session).</p><p></p><p>It doesn't come into play often, so I tend to forget it until something extreme comes up (like impending character death).</p><p></p><p></p><p>If it could hit 60% sim (in my eyes) then sure, I'd be happy to call it sim.</p><p></p><p>It would need to lose levels, classes, proficiencies, and redo HP to get passed 30-40% though, so I doubt it could happen.</p><p></p><p></p><p>None of this matters in the least to me.</p><p></p><p>Monopoly is popular, has a vast rules familiarity and availability and it's still a [GRANDMA FILTER] economics sim. And a terrible game, but the later is purely my opinion.</p><p></p><p></p><p></p><p>For most people? Clearly not as D&D is the "most popular" tabletop rpg on the market.</p><p></p><p>But of the top of my head: Levels, Classes, HP, turn sequencing, AC, Magic, Healing, Proficiences, and Movement rates all fall pretty deeply into "gamist/non-sim" for me.</p></blockquote><p></p>
[QUOTE="evileeyore, post: 6355218, member: 1768"] They've touched it. Made a number of "Suprise round" jokes about turn sequencing. I don't know all the options. My group was playing [I]GURPS[/I] and Shadowrun when the real glut of supplements came out for 3e. First I define Narrativist as "Having mechanics to place the power of scene Narration in the Players hands". It's why I've been seperating "narration" (what the DM does all the time) from "narrativist" in my arguments. OD&D, AD&D, BECMI, 3e = Basically none. The PCs have little to no narrative control outside their own characters actions, much of which may require actual skill checks. While I do understand that by GNS Theory this still means they have some Narrative control, I'm not counting it. 4e = I'm not sure. I think there were some narrative powers, but little of it exist outside combat and mostly serves the gamist side of the house. I'm willing to accept I may be wrong in labeling 4e "little to no narrativism". 5e = There is a clear Narrativist Mechanic in the Inspiration points. Not sure how much it'll play in 5e, we'll see. GURPS = I've been remis in mentioning that [I]GURPS[/I] has a strong Narrativist mechanic in EXP expenditure in game. It's fairly broad in the narrative powers it places in PCs hands, but it requires ST/Player negotiation and is limited by how many EXP the Player wants to spend (and [I]GURPS[/I] awards far, far less EXP than D&D does, like 5 points per session). It doesn't come into play often, so I tend to forget it until something extreme comes up (like impending character death). If it could hit 60% sim (in my eyes) then sure, I'd be happy to call it sim. It would need to lose levels, classes, proficiencies, and redo HP to get passed 30-40% though, so I doubt it could happen. None of this matters in the least to me. Monopoly is popular, has a vast rules familiarity and availability and it's still a [GRANDMA FILTER] economics sim. And a terrible game, but the later is purely my opinion. For most people? Clearly not as D&D is the "most popular" tabletop rpg on the market. But of the top of my head: Levels, Classes, HP, turn sequencing, AC, Magic, Healing, Proficiences, and Movement rates all fall pretty deeply into "gamist/non-sim" for me. [/QUOTE]
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