references/simulationism_the_right_to_dream.txt
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     4 
       
     5 
       
     6     Simulationism: The Right to Dream
       
     7     by [8]Ron Edwards
       
     8 
       
     9     Many thanks are due to Clinton R. Nixon, Paul Czege, Jared A. Sorensen,
       
    10     Ralph Mazza, Christopher Kubasik, and Mike Holmes for comments on the
       
    11     manuscript. Several points, key text quotes, and nuances of argument
       
    12     wouldn't be in the article without their input. All inconsistencies or
       
    13     argumentative flaws, on the other hand, may be laid at my door.
       
    14 
       
    15     This is the first of three essays about the three GNS modes of
       
    16     role-playing. Each one is about both play and game design, with the
       
    17     former as the basic issue, and each one is intended to develop the
       
    18     points made in my "GNS and related matters of role-playing design"
       
    19     essay. I'm also drawing upon ideas I didn't express in that essay and
       
    20     many, many points of debate at the Forge over the last year. The
       
    21     original essay cleared up a lot of acrimony and misunderstanding that
       
    22     had arisen in the previous years, and I'm hoping that the current series
       
    23     plays an even more positive role in the current context - not only to
       
    24     remove negative connotations and interpretations (which are now much
       
    25     fewer anyway), but to encourage mutual understanding and appreciation
       
    26     among all role-players about all the available modes of play.
       
    27 
       
    28     Each essay isn't a segregated unit only about that one mode. Each will
       
    29     include more general issues, especially if they pertain especially if
       
    30     not uniquely to the mode under discussion, and each one is intended to
       
    31     clarify and develop "GNS and related matters" as a whole. Also, each one
       
    32     concludes with a Hard Question for those who prefer that mode of play.
       
    33     Each Hard Question is supposed to be interesting on its own, but I hope
       
    34     that the three taken together will be much more than merely
       
    35     "interesting."
       
    36 
       
    37     Simulationist role-playing has a great deal of power and potential. In
       
    38     the previous essay, I wrote that it "... is expressed by enhancing one
       
    39     or more of the listed elements [Character, Setting, Situation, System,
       
    40     Color]; in other words, Simulationism heightens and focuses Exploration
       
    41     as the priority of play. The players may be greatly concerned with the
       
    42     internal logic and experiential consistency of that Exploration."
       
    43 
       
    44     Exploration reviewed
       
    45     Obviously the thing to do is to get as clear an understanding of
       
    46     "Exploration" as possible. It's our jargon term for imagining,
       
    47     "dreaming" if you will, about made-up characters in made-up situations.
       
    48     It's central to all role-playing, but in Simulationist play, it's the
       
    49     top priority.
       
    50 
       
    51     I need to stop th'flow for a moment to explain some background, though.
       
    52     My original notions were mainly laid out in "System Does Matter," my
       
    53     first essay about all this stuff, based on my readings about the
       
    54     Threefold Model proposed in the r.g.f.a. discussion group. At the Gaming
       
    55     Outpost, lots of debate ensued about my essay, and eventually a poster
       
    56     called the Scarlet Jester objected to the term Simulationism in terms of
       
    57     its connotations, offering "Exploration" as the replacement - defined as
       
    58     the enjoyment of the "dream" or the imagination as an act in itself. He
       
    59     called his model "GENder" as an alternative to the then-existing GNS.
       
    60 
       
    61     GENder made a lot of sense to me, with one exception: Exploration, to
       
    62     me, seemed to be involved in all of role-playing. I decided to modify
       
    63     GNS severely and "float" the three modes on a "sea" of Exploration. In
       
    64     that context, Simulationist play priorities suddenly made more sense -
       
    65     as I saw it and still do, unlike Narrativist and Gamist priorities which
       
    66     are defined by an interpersonal out-of-game agenda, Simulationist play
       
    67     prioritizes the in-game functions and imagined events.
       
    68 
       
    69     From the introduction to RuneQuest, second edition (The Chaosium, 1978,
       
    70     1979, 1980; specific author for this text unknown; game authors are
       
    71     Steve Perrin, Ray Turney, Steve Henderson, and Warren James):
       
    72 
       
    73       What is a fantasy role-playing game?
       
    74       A role-playing game is a game of character development, simulating the
       
    75       process of personal development commonly called "life."
       
    76 
       
    77     [In fairness, later text in the introduction brings in some adversarial
       
    78     GM/player context that sounds more Gamist, but the above quote is
       
    79     reinforced more often throughout the book's rules and text.]
       
    80 
       
    81     From the introduction of Skyrealms of Jorune, 3rd edition (Chessex
       
    82     Publications, 1992, author is Andrew Leker):
       
    83 
       
    84       Is it possible to win at role-playing? The whole idea of role-playing
       
    85       is to have a good time. Players work toward a common goal, often
       
    86       survival, but sometimes helping a friend in need, or accomplishing a
       
    87       task of unquestioned importance. Although there will be no winner or
       
    88       losers in an absolute sense, you will have the satisfaction of
       
    89       watching your character think through challenges, survive
       
    90       confrontations with other races, grow, and develop new skills.
       
    91 
       
    92     [Note the synecdoche: the "whole idea."]
       
    93 
       
    94     From the introduction to Marc Miller's Traveller (1996, author is Marc
       
    95     Miller):
       
    96 
       
    97       ... the players' enjoyment comes from identifying with the character
       
    98       and vicariously experiencing the situation with that character, just
       
    99       as the reader of a novel and the viewer of a movie identify with the
       
   100       character ...
       
   101 
       
   102     [The above text is followed by some Impossible Thing Before Breakfast
       
   103     text which will be discussed in the Narrativism essay.]
       
   104 
       
   105     What's fun or good about that? Simulationist play looks awfully strange
       
   106     to those who enjoy lots of metagame and overt social context during
       
   107     play. "You do it just to do it? What the hell is that?"
       
   108 
       
   109     However, contrary to some accusations, it's not autistic or
       
   110     schizophrenic, being just as social and group-Premise as any other
       
   111     role-playing. The key issues are shared love of the source material and
       
   112     sincerity. Simulationism is sort of like Virtual Reality, but with the
       
   113     emphasis on the "V," because it clearly covers so many subjects. Perhaps
       
   114     it could be called V-Whatever rather than V-Reality. If the Whatever is
       
   115     a fine, cool thing, then it's fun to see fellow players imagine what you
       
   116     are imagining, and vice versa. (By "you" in that sentence, I am
       
   117     referring to anyone at the table, GM or player.) To the dedicated
       
   118     practitioner, such play is sincere to a degree that's lacking in
       
   119     heavy-metagame play, and that sincerity is the quality that I'm focusing
       
   120     on throughout this essay.
       
   121 
       
   122     Sincere shared creativity: all role-playing has to have it. For some,
       
   123     it's the whole point.
       
   124 
       
   125     Is the term fatally flawed?
       
   126     More than once, people have called for abandoning the term "simulation"
       
   127     in its entirety. Most of the objections arise from connotations of one
       
   128     sort or another, since it gets used for all sorts of recreational or
       
   129     applied things. If it's Simulationism, then what's it Simulating, and
       
   130     what form does the resulting Simulation take?
       
   131 
       
   132     For better or for worse, this issue has never really struck home for me.
       
   133     My call is that the term is is defined locally and historically, and not
       
   134     really descriptive as such ("simulating") in nearly any application.
       
   135     Here's the variety that I see:
       
   136 
       
   137       * Simulation in wargaming = historical plausibility ("realism").
       
   138       * Simulation in computer games = rendering, reaction time.
       
   139       * Simulation in behavioral terms = "let's pretend" in terms of our
       
   140         expressions, gestures, and voices.
       
   141       * Simulate in emotional terms = related to lying, as in dissimulate or
       
   142         simulated passion.
       
   143 
       
   144     Since the term does not carry a single meaning among all the other
       
   145     contexts, assigning a specific meaning for role-playing just seems to be
       
   146     par for the course and not especially or intrinsically confusing.
       
   147     Hastily added: "to me." Maybe I'm just obdurate.
       
   148 
       
   149     Taking it role-playing specifically, a new issue arises: it's awfully
       
   150     hard to get at goals of any kind right out of the texts. A good place to
       
   151     start is Advanced Dungeons & Dragons, in just about the first text ever
       
   152     that tried to explain what was going on (Dungeon Master's Guide, first
       
   153     edition, 1979, TSR; the author is Gary Gygax):
       
   154 
       
   155       Of the two approaches to hobby games today, one is best described as
       
   156       the realism-simulation school and the other as the game school. AD&D
       
   157       is assuredly an adherent of the latter school. It does not stress any
       
   158       realism ... It does little to attempt to simulate anything either.
       
   159       ADVANCED DUNGEONS & DRAGONS is first and foremost a game for the fun
       
   160       and enjoyment of those who seek to use imagination and creativity.
       
   161 
       
   162     How to parse this? It seems unequivocal. However, first, this text is
       
   163     palpably disingenuous regarding "simulates nothing" - the immense
       
   164     efforts devoted in this book to the importance of in-game time and
       
   165     in-game justifications of hit-points, retainer/hireling opinions, costs
       
   166     for castle parts, and much more, do not support his claim. Second, and
       
   167     more importantly, Gygax is speaking from a 1970s perspective of
       
   168     role-playing existing as a subset of wargaming. What he calls simulation
       
   169     or realism, I call historical accuracy; what he calls "game"
       
   170     (imaginative, creative), I call Exploration. As an "umbrella point,"
       
   171     although D&D and AD&D of this era were procedurally mainly Gamist, all
       
   172     accompanying text by Gygax in any publication represents, I think, very
       
   173     hard-line post-wargame Simulationism as conceived by GNS theory.
       
   174 
       
   175     A somewhat lesser issue concerns whether I'm doing great violence to the
       
   176     term Simulationism as proposed in the original Threefold Model. My
       
   177     answer to this has two parts. (1) The Threefold definitions, for all
       
   178     three modes, tend to benefit in this debate from being moving targets
       
   179     over the years. (2) My set of theorizing, usually called "GNS" although
       
   180     I'm starting to wish for a better umbrella term, explicitly disavows any
       
   181     need for consistency with the Threefold.
       
   182 
       
   183     However, although I'm not convinced it's necessary, one possible
       
   184     solution has arisen. Jack Spencer proposed "Emulation" for the goals of
       
   185     play that I currently call Simulationism. If I felt any need for a
       
   186     wholly new term, this would probably be it.
       
   187 
       
   188     Baseline Simulationist practice
       
   189     The five elements of role-playing as laid out in my GNS essay are
       
   190     obviously where we start. Modelling them is the ideal. My first point
       
   191     about that is that the model need not be static; dynamic characters and
       
   192     settings, for instance, are perfectly valid Simulationist elements. My
       
   193     second point is that different types of Simulationist play can address
       
   194     very different things, ranging from a focus on characters' most
       
   195     deep-psychology processes, to a focus on the kinetic impact and
       
   196     physiological effects of weapons, to a focus on economic trends and
       
   197     politics, and more. I'll go into this lots more later.
       
   198 
       
   199     The second point is that the mechanics-emphasis of the modelling system
       
   200     are also highly variable: it can handled strictly verbally (Drama),
       
   201     through the agency of charts and arrows, or through the agency of
       
   202     dice/Fortune mechanics. Any combination of these or anything like them
       
   203     are fine; what matters is that within the system, causality is clear,
       
   204     handled without metagame intrusion and without confusion on anyone's
       
   205     part. That's why it's often referred to as "the engine," and unlike
       
   206     other modes of play, the engine, upon being activated and further
       
   207     employed by players and GM, is expected to be the authoritative motive
       
   208     force for the game to "go."
       
   209 
       
   210     The game engine, whatever it might be, is not to be messed with. It is
       
   211     causality among the five elements of play. Whether everyone has to get
       
   212     the engine in terms of its functions varies among games and among
       
   213     groups, but recognizing its authority as the causal agent is a big part
       
   214     of play. (To repeat, the engine's extent and detail aren't the point; I
       
   215     could be talking about a notecard of brief "stay in character"
       
   216     requirements or a 300-page set of probability charts.) By the way,
       
   217     moving the GM into a position of authority over the rules/system is a
       
   218     derived state of the rules' authority; I'll discuss that later.
       
   219 
       
   220     Many Simulationist systems also emphasize modularity - you've got the
       
   221     baseline engine for what happens, so for specialty phenomena, whatever
       
   222     new rules go on top must not violate or devalue that baseline. When a
       
   223     system is very strong in this regard, it's what most people call
       
   224     "universal" or "generic," by which they mean customizable through
       
   225     addition.
       
   226 
       
   227     My final point is that this mode requires clear
       
   228     player-character/real-person boundaries, in terms of in-character
       
   229     knowledge and metagame knowledge. There's no single set of boundaries
       
   230     that applies to all ways to play Simulationist, but whatever they are in
       
   231     a given instance, they must be clear and abided by.
       
   232 
       
   233     How-to-play text
       
   234     A lot of game texts in this tradition reach for a fascinating ideal:
       
   235     that reading the book is actually the start of play, moving seamlessly
       
   236     into group play via character creation. Features of some texts like the
       
   237     NPC-to-PC explanatory style and GM-only sections are consistent with
       
   238     this ideal, as well as the otherwise-puzzling statement that character
       
   239     generation is a form of Director stance. It supports the central point
       
   240     of this essay, that the value of Simulationist play is prioritizing the
       
   241     group imaginative experience, to an extent that expands the very notion
       
   242     of "play" into acts that from Narrativist or Gamist perspectives are not
       
   243     play at all.
       
   244 
       
   245     This ideal poses two problems: one for the GM in particular, and one for
       
   246     the group as a whole.
       
   247 
       
   248     The GM problem, only partly solved by GM-only sections, is that it makes
       
   249     it very hard to write a coherent how-to explanation for scenario
       
   250     preparation and implementation. Putting this sort of information right
       
   251     out "in front of God and everybody" is counter-intuitive for some
       
   252     Simulationist-design authors, because it's getting behind the curtain at
       
   253     the metagame level. The experience of play, according to the basic goal,
       
   254     is supposed to minimize metagame, but preparation for play, from the
       
   255     GM's perspective, is necessarily metagame-heavy, and if reading the book
       
   256     is assumed to be actually beginning to play ... well, then a certain
       
   257     conflict of interest sets into the process.
       
   258 
       
   259     The usual textual solution is to assume that the GM is already on the
       
   260     same page and to address him or her as a co-conspirator. In many games,
       
   261     however, such information is outright punted, such that a GM must bring
       
   262     a particular set of experiences and values to the text in the first
       
   263     place in order to play the game.
       
   264 
       
   265     The whole-group problem is that individually-conducted character
       
   266     creation often produces differing conclusions about the point of play
       
   267     from player to player, which is to say, the characters are fully
       
   268     plausible and created by the rules, but are also manifestly incapable of
       
   269     interacting in terms of any one person's desired genre/setting. The
       
   270     classic example in fantasy-adventure play is the party including a
       
   271     paladin and an assassin; the one in superhero play is the super-team
       
   272     that includes both a Spider-Man clone and a Wolverine clone.
       
   273 
       
   274     The usual textual solution is to urge that all character creation be
       
   275     subject to the approval of the GM, which in practice poses some
       
   276     problems. For instance, it assumes that the Social Contract of the game
       
   277     group permits such authority and presents no procedure to follow if that
       
   278     happens not to be the case. Also, I have never seen any text explaining
       
   279     what a GM is supposed to do or to say to the player regarding how to
       
   280     re-write the character or to design a new one; every example, and there
       
   281     are many, seems to assume that the GM "just knows" how to communicate
       
   282     the je ne sais qua to the player.
       
   283 
       
   284     I suggest that genuinely helpful, teaching-oriented text that does not
       
   285     fall into synecdoche ("real role-players," etc) would be a tremendous
       
   286     benefit to presenting straightforwardly Simulationist games. Such text
       
   287     would include methods for GMs to prepare scenarios from a fully-metagame
       
   288     perspective - which is to say, the ideal of the book "being play" would
       
   289     have to be lost temporarily - as well as methods for the GM's work
       
   290     during character creation itself. Furthermore, this text would have to
       
   291     be practical and compelling to players in a way that "All character
       
   292     creation is subject to the approval of the GM" is not - for instance, it
       
   293     would inspire players to avoid the paladin-assassin problem on their
       
   294     own, during the creation of the first characters rather than the second
       
   295     ones.
       
   296 
       
   297     Historically, such text has been rare. Well, actually, it's rare for any
       
   298     mode of play, but I submit that Simulationist-oriented games have tended
       
   299     to have special trouble with it due to the widely-held ideal of treating
       
   300     the text experience as play.
       
   301 
       
   302     Internal Cause is King
       
   303     Consider Character, Setting, and Situation - and now consider what
       
   304     happens to them, over time. In Simulationist play, cause is the key, the
       
   305     imagined cosmos in action. The way these elements tie together, as well
       
   306     as how they're Colored, are intended to produce "genre" in the general
       
   307     sense of the term, especially since the meaning or point is supposed to
       
   308     emerge without extra attention. It's a tall order: the relationship is
       
   309     supposed to turn out a certain way or set of ways, since what goes on
       
   310     "ought" to go on, based on internal logic instead of intrusive agenda.
       
   311     Since real people decide when to roll, as well as any number of other
       
   312     contextual details, they can take this spec a certain distance. However,
       
   313     the right sort of meaning or point then is expected to emerge from
       
   314     System outcomes, in application.
       
   315 
       
   316     Clearly, System is a major design element here, as the causal anchor
       
   317     among the other elements. As I outlined in the previous essay, System is
       
   318     mainly composed of character creation, resolution, and reward mechanics.
       
   319 
       
   320     During character generation, layering and overt currency are frequently
       
   321     employed to engage the player in Simulationist play during the process.
       
   322 
       
   323     Layering may be employed to establish and identify the character's
       
   324     plausibility in terms of the game-world itself. For a look at the
       
   325     historical differences among games, compare the methods for establishing
       
   326     player-character skill competence in early RuneQuest (Simulationist)
       
   327     with those of Hero Wars (Narrativist). In Hero Wars, the system limits
       
   328     how many of the thirty or so starting abilities are assigned high values
       
   329     (two really good ones and one great one), but not which ones. Whereas in
       
   330     RuneQuest, every skill has a starting-character value based on its
       
   331     commonality and difficulty to learn, and every skill is rated in money
       
   332     regarding learning higher values of competence, based both on difficulty
       
   333     to learn and who teaches the skill. Hero Wars character creation, which
       
   334     is minimally layered, isn't concerned with the implausibility of having
       
   335     a mastery-level in Greatsword be just as "likely" as having it in
       
   336     Farming; RuneQuest character creation, which is maximally layered,
       
   337     emphatically is.
       
   338 
       
   339     To repeat, the above point is historical. Whether the distinction I've
       
   340     drawn holds for any and all Simulationist play potential, I don't know.
       
   341 
       
   342     A related issue is prerequisite attributes and abilities for a given
       
   343     ability, which represent a further step of layering. Prerequisites are
       
   344     common in historical Simulationist and Gamist design, and in the former,
       
   345     I think they are present specifically to reinforce the same
       
   346     plausibility/likelihood issue.
       
   347 
       
   348     For currency, consider Champions or many of the games based on its
       
   349     principles. From a Simulationist perspective on play, if a given feature
       
   350     costs more than another, or if it can be traded off with some other
       
   351     feature, or if it plus another feature mathematically yield a third,
       
   352     then it's all built to focus attention and assign cause from "is" to
       
   353     "does" in the imagined game-context. That cause must be (a) engaging (as
       
   354     for any RPG) and (b) causally continuous through the layers, providing
       
   355     for many equally-functional, equally-plausible, and potentially
       
   356     equally-enjoyable options.
       
   357 
       
   358     I think this combined approach and perceived purpose of layering and
       
   359     currency is why attribute + skill systems have remained entrenched - a
       
   360     strong sub-set of the Simulationist perspective demands that the
       
   361     in-world ontogeny of a character's ability be integrated into the
       
   362     process of establishing it on the character sheet.
       
   363 
       
   364     Resolution mechanics, in Simulationist design, boil down to asking about
       
   365     the cause of what, which is to say, what performances are important
       
   366     during play. These vary widely, including internal states, interactions
       
   367     and expressions, physical motions (most games), and even decisions. Two
       
   368     games may be equally Simulationist even if one concerns coping with
       
   369     childhood trauma and the other concerns blasting villains with lightning
       
   370     bolts. What makes them Simulationist is the strict adherence to in-game
       
   371     (i.e. pre-established) cause for the outcomes that occur during play.
       
   372     Before talking about dice or other specific resolution mechanics, I'll
       
   373     discuss two elements of Resolution which are rarely recognized: the
       
   374     treatment of in-game time and space. These are a big deal in
       
   375     Simulationist play as universal and consistent constraints, which must
       
   376     apply equally to any part of the imagined universe, at any point during
       
   377     play.
       
   378 
       
   379     To talk about this, let's break the issue down a little:
       
   380 
       
   381       * In-game time occurs regarding the actually-played imaginary moments
       
   382         and events. It's best expressed by combat mechanics, which in
       
   383         Simulationist play are often extremely well-defined in terms of
       
   384         seconds and actions, but also by movement rates at various scales,
       
   385         starship travel times, and similar things.
       
   386       * Metagame time is rarely discussed openly, but it's the crucial one.
       
   387         It refers to time-lapse among really-played scenes: can someone get
       
   388         to the castle before someone else kills the king; can someone fly
       
   389         across Detroit before someone else detonates the Mind Bomb. Metagame
       
   390         time isn't "played," but its management is a central issue for
       
   391         scene-framing and the outcome of the session as a whole.
       
   392       * Real time is, of course, the real time of play as experienced by the
       
   393         people at the table. I think comparing between its flow and that of
       
   394         the in-game time is a crucial issue as well - when is a huge hunk of
       
   395         real time necessary to establish a teeny bit of in-game time, and
       
   396         vice versa?
       
   397 
       
   398     The following text is also from the first edition of the Dungeon
       
   399     Master's Guide (TSR, 1979); the author is Gary Gygax.
       
   400 
       
   401       Game time is of the utmost importance. Failure to keep careful track
       
   402       of time expenditure by player characters will result in many anomalies
       
   403       in the game. ...
       
   404 
       
   405       One of the things stated in the original game of D&D was the
       
   406       importance of recording game time with respect to each and every
       
   407       player-character in a campaign. In AD&D it is emphasized even more:
       
   408       YOU CAN NOT HAVE A MEANINGFUL CAMPAIGN UNLESS EXTENSIVE RECORDS ARE
       
   409       KEPT.
       
   410 
       
   411       [provides an example, then:]
       
   412 
       
   413       You may ask why time is so important if it causes such difficulties
       
   414       with record-keeping, dictates who can or can not go adventuring during
       
   415       a game session, and disperses player characters to the four winds by
       
   416       its strictures. Well, as initially pointed out, it is a necessary
       
   417       penalty imposed on characters for certain activities [making magic
       
   418       items - RE]. Beyond that, it also gives players yet another
       
   419       interesting set of choices and consequences. The latter tends to bring
       
   420       more true-to-life quality to the game, as some characters will use
       
   421       precious time to the utmost advantage, some will treat it lightly, and
       
   422       some will be constantly wasting it to their complete detriment. Time
       
   423       is yet another facet which helps to separate the superior players from
       
   424       the lesser ones.
       
   425 
       
   426     That latter point bears close, close examination. Gygax is not talking
       
   427     about winning, I think, but about a quality. This is his value judgment
       
   428     about how to play this game. His "true to life quality," I think, is
       
   429     synonymous with his earlier reference to creativity and imagination, or
       
   430     Simulationism (prioritizing Exploration) as defined by me.
       
   431 
       
   432     Gygax's text perfectly states the Simulationist view of in-game time. It
       
   433     is a causal constraint on the other sorts. One can even find, in many
       
   434     early game texts, rules that enforce how in-game time acts on real time,
       
   435     and vice versa. However, most importantly, it constrains metagame time.
       
   436     It works in-to-out. In-game time at the fine-grained level (rounds,
       
   437     seconds, actions, movement rates) sets incontrovertible, foundation
       
   438     material for making judgments about hours, days, cross-town movment, and
       
   439     who gets where in what order. I recommend anyone who's interested to the
       
   440     text of DC Heroes for some of the most explicit text available on this
       
   441     issue throughout the book.
       
   442 
       
   443     So much for time; now let's talk space. Rules for characters' movement
       
   444     in the imagined space of the situation go all the way back to wargaming,
       
   445     in the (to us oldies) familiar forms of grids and hex-maps, counters,
       
   446     and even rules or tape-measures. The original context was pretty
       
   447     large-scale: the movement of troops, heavy vehicles, squadrons, and so
       
   448     on. For role-playing in the "new" sense, the scale got bumped down to
       
   449     the individual level, and so came to emphasize facing, movement rate,
       
   450     turn rate, number of personal actions, and similar.
       
   451 
       
   452     The interesting thing is that most of these specific details have been
       
   453     lost in most, although not all, Simulationist rules design over the
       
   454     decades, with nary a whimper. Why? Because second-to-second kinetics
       
   455     ceased to be (or rarely were) the issue of Exploration at hand,
       
   456     particularly in genre-heavy play (see later). The Situation of interest
       
   457     typically isn't "facing" when we want Character, Setting, System,
       
   458     Situation, and Color to fire on shared cylinders with full
       
   459     internal-consistency and agreed-upon thematic outcomes.
       
   460 
       
   461     It's significant, I think, that movement-specific mechanics do remain in
       
   462     many Gamist RPG design as an element of tactical challenge.
       
   463 
       
   464     Now for the more nitty-gritty resolution mechanics, or DFK (Drama,
       
   465     Karma, Fortune). Historically speaking, the System has been based on
       
   466     task resolution, not conflict resolution, regardless of scale. Don't
       
   467     mistake "conflict" for "large-scale task." This point is independent of
       
   468     the system's complexity; it applies to rock-paper-scissors and GM-fiat
       
   469     as well as to dice and tables.
       
   470 
       
   471     The causal sequence of task resolution in Simulationist play must be
       
   472     linear in time. He swings: on target or not? The other guy dodges or
       
   473     parries: well or badly? The weapon contacts the unit of armor + body:
       
   474     how hard? The armor stops some of it: how much? The remaining impact
       
   475     hits tissue: how deeply? With what psychological (stunning, pain)
       
   476     effects? With what continuing effects? All of this is settled in order,
       
   477     on this guy's "go," and the next guy's "go" is simply waiting its turn,
       
   478     in time.
       
   479 
       
   480     The few exceptions have always been accompanied by explanatory text,
       
   481     sometimes apologetic and sometimes blase. A good example is
       
   482     classic hit location, in which the characters first roll to-hit and
       
   483     to-parry, then hit location for anywhere on the body (RuneQuest, GURPS).
       
   484     Cognitively, to the Simulationist player, this requires a replay of the
       
   485     character's intent and action that is nearly intolerable. It often
       
   486     breaks down in play, either switching entirely to called shots and
       
   487     abandoning the location roll, or waiting on the parry roll until the hit
       
   488     location is known. Another good example is rolling for initiative, which
       
   489     has generated hours of painful argument about what in the world it
       
   490     represents in-game, at the moment of the roll relative to in-game time.
       
   491 
       
   492     The most common Simulationist resolution is handled through Fortune,
       
   493     specifically Fortune-at-the-End. This term refers to a dice roll (or
       
   494     cards, or whatever) which is consulted after all possible pre-resolution
       
   495     description of the actions in question has been delivered. Its
       
   496     alternative, Fortune-in-the-Middle, is not historically observed in
       
   497     Simulationist game design. (See glossary for definitions and links.)
       
   498 
       
   499     A useful way to look at Fortune in much Simulationist play is to think
       
   500     of anything that isn't rolled as being a 100% outcome on an implied
       
   501     roll. The extreme view (see the Purist for System category below) is to
       
   502     interpret the whole shootin' universe as tacitly operating according to
       
   503     the d100 or the 3d6 or whatever that's used to handle character task
       
   504     resolution.
       
   505 
       
   506     An entire discussion awaits concerning the shape of dice curves,
       
   507     modifiers' effects, separate vs. incorporated effects, and more. I look
       
   508     forward to this on the forums. Also, more details about resolution in
       
   509     Simulationist games are presented below, when I break down the sub-types
       
   510     in detail.
       
   511 
       
   512     Finally, reward mechanics remain a topic of vast debate and design
       
   513     potential in Simulationist games. I think the following historical
       
   514     categories barely scratch the surface.
       
   515 
       
   516     BRP style: character improvement is literally a function of play just as
       
   517     any other action, via practice and study. This is the famous "if you
       
   518     succeed with a skill during play, roll over your skill percent between
       
   519     sessions in order to improve." The pitfall is graininess, such that one
       
   520     can then start debating about whether one should learn more or less
       
   521     across ten "hits" against one opponent vs. one hit each for ten
       
   522     opponents, why one does or doesn't learn from a failed attempt, and how
       
   523     study is to be rated and applied (much less how it's to be played)
       
   524     relative to the "experience" methods.
       
   525 
       
   526     Hero style: the player gains points simply for being there (despite
       
   527     attempts at parsing it, that's what it amounts to), and the
       
   528     point-allocation based cost of character creation continues to be
       
   529     applied. The character is added to in terms of the points that were
       
   530     originally used to assemble him, and arguably as an expression of the
       
   531     same in-game developmental processes involved. In this case, the
       
   532     point-gains are metagame, but the spending is supposed to use in-game
       
   533     logic, sometimes reinforced by "corralling" sections of the character
       
   534     off from one another. The pitfall is reaching degrees of improvement
       
   535     which themselves violate the genre-level standards of that particular
       
   536     play, which some games overcome by making the intersession correspond to
       
   537     substantial in-game time.
       
   538 
       
   539     In either case, the key issue is that character change potentially
       
   540     disrupts the current relationship among the components of the character.
       
   541     Options to fix the problem are generally unsatisfactory: (1) slow it
       
   542     down, and (2) permit only tiny changes. One option, rarely seen, is to
       
   543     include kind of a secondary, add-on game with its own set of components,
       
   544     as with Rune status in RuneQuest. (I realize that not everyone knows all
       
   545     of the games I'm referencing, and I certainly don't have all historical
       
   546     RPGs memorized. This topic definitely calls for more discussion in the
       
   547     forums, where we have room to describe all the various examples in
       
   548     detail.)
       
   549 
       
   550     The diversity of Simulationist game design
       
   551     Here's a quick overview of existing diversity in Simulationist play. I'm
       
   552     focusing on fun, functional, coherent play - none of the following is a
       
   553     criticism or indictment. Also, I've tried to represent as many
       
   554     creator-owned titles as possible, but I'll refer to others as needed.
       
   555 
       
   556     My overall point is that, although Simulationist play is defined as
       
   557     prioritizing Exploration of the five elements, its diversity is not a
       
   558     five-headed, one-element-per-submode hydra. All five elements are always
       
   559     involved. In defining the subtypes of this mode of play, here are the
       
   560     issues: (1) whether Exploring System is primary, and (2) which of the
       
   561     other elements are necessary "support" or "chassis" and which ones are
       
   562     diminished in emphasis.
       
   563 
       
   564     Purists for System
       
   565     What games are these? EABA, JAGS, SOL, Pocket Universe, and Fudge are
       
   566     deliberately "generalist" regarding setting. The big commercial models
       
   567     are GURPS, BRP (in its "unstripped" form), DC Heroes (now Blood of
       
   568     Heroes), Rolemaster, D6 (derived and considerably Simulationized from
       
   569     Star Wars), and the Hero System (as such, mainly derived from Danger
       
   570     International and Fantasy Hero rather than early Champions). Whether D20
       
   571     should be included in this category is a matter for some debate.
       
   572 
       
   573     These games' five-element structure is consistent: System + Color
       
   574     thereof, Setting, then Character + Situation. I'm trying to think of one
       
   575     which switches the role of character before setting, which might include
       
   576     some some superhero games. It might seem odd that Color is placed so
       
   577     high in priority, but consider the engineering-text model for the game
       
   578     text of GURPS - this is, actually, Color for System.
       
   579 
       
   580     A lot of people have trouble with the notion of "Exploring System." They
       
   581     argue that playing a game like Fudge is necessarily Setting-first. I
       
   582     disagree, but this debate properly belongs in the forums.
       
   583 
       
   584     In these games, the System is all about Fortune and all about Currency.
       
   585 
       
   586     Regarding Fortune, probabilities are the key to achieving the basic
       
   587     Simulationist internal-cause priority. Consider both comparative
       
   588     probabilities among characters at a given moment as well as
       
   589     probabilities in transition within a character over time - in action
       
   590     (actually resolving tasks), these are what drive the game. For these
       
   591     games, a unified probability mechanic to handle any game-modelled
       
   592     instance is the ideal, usually resulting in a single tables-based
       
   593     concept such as the Universal Table in DC Heroes.
       
   594 
       
   595     Purist-for-System designs tend to model the same things: differences
       
   596     among scales, situational modifiers, kinetics of all kinds, and so
       
   597     forth. The usual issues surrounding incorporated vs. unincorporated
       
   598     effects, opposed vs. target number mechanics, the interaction of
       
   599     switches and dials, and probability-curvature shape are therefore the
       
   600     main things to distinguish these systems from one another. Compared to
       
   601     other designs, high search and handling times, as well as many
       
   602     points-of-contact, are acceptable features. (Please see the Glossary for
       
   603     the definition of points-of-contact).
       
   604 
       
   605     Here's some text from the introduction to SOL: the Omniversal
       
   606     Role-playing System (1994, Heraldic Games; the author is Keith W.
       
   607     Sears):
       
   608 
       
   609       I wanted to make an RPG that went beyond those described as
       
   610       "Universal", "Generic", or "Multi-genre." Many of the games with these
       
   611       tags fall short of what they're supposed to be...playable in any genre
       
   612       of fiction.
       
   613 
       
   614       It seems that whenever a very unusual situation pops up, many of these
       
   615       "universal" games must revise the rules they already have in order to
       
   616       cover it. An example would be the climactic battle between a very tiny
       
   617       man and a normal-sized spider in the movie, The Incredible Shrinking
       
   618       Man. You can't simulate that in most RPGs without a major reworking of
       
   619       the rules just to handle that one situation. SOL was created to
       
   620       encompass roleplaying on any scale--from gods to viruses.
       
   621       ...
       
   622       [in terms of my overall point for this essay, I couldn't help but
       
   623       include his sign-off phrase - RE] Keep Dreaming!
       
   624 
       
   625     Regarding Currency, in these games, the imagined universe is made of
       
   626     "points." Therefore character creation and often resolution are often
       
   627     characterized by layering: paying points to get values for named scores,
       
   628     which themselves are mathematically derived to produce effective values.
       
   629     Interestingly, in-game money and possessions are often considered merely
       
   630     another facet of the universe that can be expressed in these points.
       
   631     This relationship between points and reality seems very well entrenched
       
   632     in Purist for System design, which is understandable, as it provides
       
   633     concrete insights to the internal-cause heart of the game that a player
       
   634     can latch onto prior to play.
       
   635 
       
   636     In terms of character/player roles, characters in these games are
       
   637     solidly defined in terms only of my third and fourth categories: in-game
       
   638     character occupation, and the specific abilities that are associated
       
   639     with or in addition to that. (See the glossary for a discussion of these
       
   640     terms.)
       
   641 
       
   642     In this sort of design, there's no possible excuse for any
       
   643     imperfections, including scale-derived breakdowns of the fundamental
       
   644     point/probability relationships. The system must be cleanly and at the
       
   645     service of the element(s) being emphasized, in strictly in-game-world
       
   646     terms. A good one is elegant, consistent, applicable to anything that
       
   647     happens in play, and clear about its outcomes. It also has to have
       
   648     points of contact at any scale for any conceivable thing. It cannot
       
   649     contain patch-rules to correct for inconsistencies; consistency is the
       
   650     essence of quality.
       
   651 
       
   652     As I see it, Purist for System design is a tall, tall order. It's
       
   653     arguably the hardest design spec in all of role-playing.
       
   654 
       
   655     In play, these games offer a lot of diversity because both the
       
   656     character-to-player relationship and the GM-to-outcomes relationship are
       
   657     fully customizable. Players might well utilize Pawn stance as Actor
       
   658     stance or any other, and the GM may care greatly about a given goal or
       
   659     situation to be set up during play, or not at all. The only required
       
   660     priority is to enjoy the System in action. (I'm not claiming here that
       
   661     the other four elements are irrelevant, though.)
       
   662 
       
   663     High Concept
       
   664     In cinema, "High Concept" refers to any film idea that can be pitched in
       
   665     a very limited amount of time; the usual method uses references to other
       
   666     films. Sometimes, although not necessarily, it's presented as a
       
   667     combination: "Jaws meets Good Will Hunting," or that sort of thing. I'm
       
   668     adopting it to role-playing without much modification, although
       
   669     emphasizing that the source references can come from any medium and also
       
   670     that the two-title combo isn't always employed.
       
   671 
       
   672     The key word is "genre," which in this case refers to a certain
       
   673     combination of the five elements as well as an unstated Theme. How do
       
   674     they get to this goal? All rely heavily on inspiration or kewlness as
       
   675     the big motivator, to get the content processed via art, prose style,
       
   676     and more. "Story," in this context, refers to the sequence of events
       
   677     that provide a payoff in terms of recognizing and enjoying the genre
       
   678     during play.
       
   679 
       
   680     This sort of game design will be familiar to almost anyone, represented
       
   681     by Arrowflight (Setting), Pax Draconis (Setting), Godlike (Setting), Sun
       
   682     & Storm (Setting + Situation), Dreamwalker (Situation), The Godsend
       
   683     Agenda (Character-Setting tug-of-war), The Collectors (applied Fudge,
       
   684     Situation + Character), Heartquest (applied Fudge; Character), Children
       
   685     of the Sun (Setting), Fvlminata (Setting), and Dread (Situation +
       
   686     Character), Fading Suns (Setting), Earthdawn (Setting), Space: 1889
       
   687     (Setting), Mutant Chronicles (Setting), Mage first edition (Character),
       
   688     Mage second edition (Setting), Ironclaw (Setting), and Continuum
       
   689     (Setting with a touch of System). Many Fantasy Heartbreakers fall into
       
   690     this category, almost all Setting-based. Some of the best-known games of
       
   691     this type include Tekumel, Jorune, Traveller (specifically in its
       
   692     mid-80s through mid-90s form), Call of Cthulhu, Pendragon, Nephilim,
       
   693     Feng Shui, the various secondary settings for AD&D2 like Al-Qadim, and
       
   694     quite a few D20 or WEG games which rely on licensing. I am coming to
       
   695     think of D20 as a kind of High Concept chassis, a very new and
       
   696     interesting development in RPG design.
       
   697 
       
   698     Also, most incoherent game designs are partly or even primarily High
       
   699     Concept Simulationist as well, with AD&D2 and Vampire (first edition) as
       
   700     the best-known examples.
       
   701 
       
   702     At first glance, these games might look like additions to or
       
   703     specifications of the Purist for System design, mainly through plugging
       
   704     in a fixed Setting. However, I think that impression isn't accurate, and
       
   705     that the five elements are very differently related. The formula starts
       
   706     with one of Character, Situation, or Setting, with lots of Color, then
       
   707     the other two (Character, Situation, or Setting, whichever weren't in
       
   708     first place), with System being last in priority.
       
   709 
       
   710     I also recommend examining Theme carefully. In this game, it's present
       
   711     and accounted for already, before play. The process of prep-play-enjoy
       
   712     works by putting "what you want" in, then having "what you want" come
       
   713     out, with the hope that the System's application doesn't change anything
       
   714     along the way.
       
   715 
       
   716     Character creation is far more delimited as well, relying heavily on
       
   717     Setting and Situation. In this case, the "points" are pure metagame for
       
   718     purposes of making characters; they don't reflect or underly the
       
   719     universe in action as in the Purist for System games. Starting
       
   720     characters tend to be very colorful and described by many terms and
       
   721     numbers, but relatively static: waiting for their hook, so to speak.
       
   722     Hooks are often built-in; unlike the Purist for System methods, the
       
   723     player-to-character relationship usually includes my second "role level"
       
   724     in addition to the third and fourth.
       
   725 
       
   726     Quantitatively, the more common character creation methods (which are
       
   727     not unique to Simulationist design) include less layering but more
       
   728     nesting (i.e. options within options, as well as the one-from-column-A,
       
   729     one-from-column-B approach established by Vampire), and almost always
       
   730     the relatively clumsy "GM approval" proviso. The specific method is
       
   731     usually based on points, but sometimes with Fortune methods to render a
       
   732     character role/type less likely to occur (making them more expensive
       
   733     with points also aims at this function). Notably, in-game money isn't
       
   734     modeled by the point-system during play.
       
   735 
       
   736     The System is not all about Fortune, either, and these games can be very
       
   737     uneasy in this regard. Dice-based resolutions sometimes represent much
       
   738     noise and effort about not much effect, i.e., random factors tend not to
       
   739     deviate from expected results very much. Some games display a small
       
   740     range of possible Effect (i.e. damage rarely harms an opponent very much
       
   741     at a time), slight metagame adjustments to minimize extreme results, or
       
   742     a lot of offered strategies for the GM to soften or redirect the effects
       
   743     that occur.
       
   744 
       
   745     Points-of-contact are far more directional; things which aren't relevant
       
   746     to the Explorative focus are often summarized and not "System'ed" with
       
   747     great rigor. When done well, such that the remaining, emphasized
       
   748     elements clearly provide a sort of "what to do" feel, this creates an
       
   749     extremely playable, accessible game text. Dread offers the perfect
       
   750     example for the lower points-of-contact end; Arrowflight and Godlike are
       
   751     similar but more reassuringly nail-even-the-irrelevant-down at the
       
   752     higher points-of-contact end. The truly outstanding games illustrating
       
   753     this latter approach are Call of Cthulhu, Unknown Armies, and Pendragon.
       
   754 
       
   755     However, when it's done badly, resolutions are rife with breakpoints and
       
   756     GM-fiat punts, and a great deal of effort during character creation
       
   757     yields little sense of what the character is is about to do.
       
   758 
       
   759     Reward systems in High Concept games are typically quite slow-acting,
       
   760     requiring several sessions of play for any in-game benefit to kick in.
       
   761     Strangely, they are also often hard to find in the texts, being
       
   762     shoehorned in among character creation or GM instructions, or with their
       
   763     parts (how to award points, how to spend points) dispersed.
       
   764 
       
   765     High Concept play can be divided neatly into those which are greatly
       
   766     concerned with "the big story" and those which are not. Historically,
       
   767     the latter used to be the most common: Call of Cthulhu, Jorune, or more
       
   768     recently Dread and Godlike, in which "the story" only refers to a record
       
   769     of short-term events and set-pieces. However, following the spearhead
       
   770     for this type of game text, Ars Magica, now the long-term story-type is
       
   771     more common. A lot of internet blood has been spilled regarding how this
       
   772     phenomenon is or is not related to Narrativist play, but I think it's an
       
   773     easy issue. The key for these games is GM authority over the story's
       
   774     content and integrity at all points, including managing the input by
       
   775     players. Even system results are judged appropriate or not by the GM;
       
   776     "fudging" Fortune outcomes is overtly granted as a GM right.
       
   777 
       
   778     The Golden Rule of White Wolf games is a covert way to say the same
       
   779     thing: ignore any rule that interferes with fun. No one, I presume,
       
   780     thinks that any player may invoke the Golden Rule at any time; what it's
       
   781     really saying is that the GM may ignore any rule (or any player who
       
   782     invokes it) that ruins his or her idea of what should happen.
       
   783 
       
   784     The functional version of such play is properly called Illusionism,
       
   785     which has undergone a good deal of debate and clarification at the Forge
       
   786     (see glossary). Most of these game texts overtly instruct the GM to
       
   787     practice Illusionism, for example in Arrowflight (2002, Deep 7; the
       
   788     author is Todd Downing).
       
   789 
       
   790       Driving the Plot
       
   791       Once you've constructed your magnum opus of a campaign plot, the
       
   792       players will inevitably find ways to exploit, ignore, or downright
       
   793       break all of your hard work. You can either let that happen, or you
       
   794       can crack the whip and get them back in line. Don't be afraid of
       
   795       exploiting a character's past or weakness to ensure complicity. After
       
   796       all, you are the storyteller. Without you, they'd be playing Monopoly.
       
   797       Some of the tried and true methods of driving a plot are as follows:
       
   798 
       
   799       - Start the characters off in Adversity. Strip them of everything ...
       
   800       - Alternately, have them called upon to serve the Common Good ...
       
   801       - Appeal to any number of Baser Instincts ...
       
   802       - Force them in a certain direction with Rule of Law ...
       
   803       - Similar to the Rule of Law, you can direct your players with Threat
       
   804       of Bodily Harm ...
       
   805 
       
   806       Whatever you do, make sure it is not a no-win scenario. Nothing will
       
   807       frustrate and alienate players more than a dead end with no way out.
       
   808 
       
   809     "Story" emerges from the GM's efforts in this regard, with players being
       
   810     either cooperative (passively or actively), or obstreperous, in which
       
   811     case various "don't let them take over" methods are encouraged. Players
       
   812     are enjoined to immerse, by which they mean "keep your metagame agenda
       
   813     out of it," at the aesthetic level. It's best understood as Illusionism
       
   814     by full consent, which is what keeps it from being railroading, in that
       
   815     instead of making a story as an author does, the player is enjoying
       
   816     being in the story. In system and character generation terms, that's
       
   817     pretty much what's empowered to happen. I'll give this entire topic a
       
   818     full comparison and analysis in the Narrativism essay.
       
   819 
       
   820     A final point: writing a High Concept Simulationist game is actually
       
   821     much easier than writing a Purist for System one, as complex
       
   822     Setting-prep or Situation-prep have a lot in common with writing a story
       
   823     and knowing "how it's supposed to go" but not finishing it. However,
       
   824     playing this kind of game is actually harder in some ways - everyone
       
   825     must be pumped about the in-game content, but without reference to a
       
   826     corresponding metagame. Check out [9]Mongrel to see what you think of my
       
   827     take on this sort of game design.
       
   828 
       
   829     Rules-lite Story or Character priorities
       
   830     This section is likely to get me into trouble, so I'll tread carefully.
       
   831     I suggest that many self-described "rules-lite" or "story-oriented"
       
   832     role-playing games represent a derived version of the High Concept
       
   833     model, slanted heavily toward Situation - especially Situation which is
       
   834     under complete GM control, overt or covert. Players get to contribute
       
   835     tons of Color, even content, but never outcomes or final-resolutions,
       
   836     and playing the character as conceived is the first priority, sometimes
       
   837     taken to extremes of Actor Stance (e.g. Turku play, see the Glossary).
       
   838     Character and Situation are prioritized with Color, with Setting next,
       
   839     and lastly the formal System, which is slanted strongly toward
       
   840     Drama-mechanics. This mode of play may be strongly linked with LARP
       
   841     crossovers.
       
   842 
       
   843     Here's my point: in application, a covert System is heavily, heavily
       
   844     entrenched, regardless of whatever to-hit modifiers or dice rolls have
       
   845     been peeled away. This system is based on Social Contract (what we all
       
   846     agree is "good" or "fun") and Social Context (i.e. the subculture that
       
   847     players belong to), and it is sternly reinforced through these means. I
       
   848     think it's significant that literal referees - on-the-spot judges of
       
   849     what can and cannot happen - are a necessary feature as soon as groups
       
   850     get beyond a certain size.
       
   851 
       
   852     It's not just High Concept though. It looks like it - the heavy emphasis
       
   853     on story/genre, with overt eschewing of System, but it's also (a)
       
   854     actually pretty heavy on Drama-driven or Karma-driven System and (b)
       
   855     emphasizes customizable Settings as in Purist for System play. So I
       
   856     think it's worth its own category.
       
   857 
       
   858     From the introduction to Theatrix (1993, Backstage Press, authors are
       
   859     David Berkman, Travis Eneix, and Brett Hackett):
       
   860 
       
   861       Making a story come to life can be a difficult task. Previous
       
   862       generations of game systems have been rules bound, trapped within
       
   863       their own structure and rigidity. We wanted to produce a game that
       
   864       would help you in every way, not hinder you. So we developed a system
       
   865       of rules that is written to evolve along with your style of
       
   866       storytelling and roleplaying. These rules can be used to guide every
       
   867       facet of the game's progress, without becoming intrusive. You can use
       
   868       all the rules, or easily peel them away in layers, until you're
       
   869       running free-form games. The rules heavily encourage adopting this
       
   870       style of play, making themselves unnecessary.
       
   871 
       
   872     In other words, the system helps create story by fading away, much like
       
   873     the Dictatorship of the Proletariat. I think that this whole design
       
   874     effort arises from a desire for "big story" in the face of
       
   875     Purist-for-System design and mainly Fortune-driven High Concept design.
       
   876     In the effort to get out of that sort of Simulationist play, the thought
       
   877     is to get rid of the System that supports it, with any explicit System
       
   878     being perceived as that sort of system. I consider this a problematic
       
   879     design goal but it's widespread enough to merit a category. What makes
       
   880     it difficult to discuss is that its explict story-creation goals are
       
   881     similar to those of Narrativist play, but the operational process is
       
   882     stripped-down High Concept Simulationism. (See the GNS stuff below for
       
   883     further discussion.)
       
   884 
       
   885     Fudge includes some text that might qualify it for this category, but
       
   886     operationally, the "story-oriented" reader who is captured by this text
       
   887     will swiftly be puzzled by the rules' emphasis on layered task
       
   888     resolution and repeated (and repeated) focus on scaling. I think Fudge
       
   889     is best described as low-search&handling-time Purist for System instead.
       
   890 
       
   891     I'm probably going to catch heat for this, but it seems to me that The
       
   892     Window and Theatrix both lend themselves toward this mode of play, if
       
   893     Drifted a bit from their textual tenets, on the basis of their systems
       
   894     and the GM's ability to organize the IIEE elements of play with a free
       
   895     hand. (See the Glossary for the definition of IIEE.)
       
   896 
       
   897     Some of the difficulties of this mode of play are outlined in the
       
   898     comparison with Narrativism and my criticisms of transparency below.
       
   899 
       
   900     Setting-creation and universe-play mechanisms
       
   901     Another derivation of the Purist for System approach brings the Setting
       
   902     creation process directly into play itself. The System-driven elements
       
   903     of the Setting are as "active" as any particular character might be,
       
   904     during play as well as during preparation. Basically, the setting is
       
   905     played, even created, as a part of regular play.
       
   906 
       
   907     Boink! I just realized that the original Traveller, or at least one way
       
   908     to play it, represents an example of this approach. Star system and
       
   909     planet creation are written right into the process of play, such that
       
   910     adventures and missions become not only a means of enjoying and
       
   911     improving characters, but also a means of enjoying and basically mapping
       
   912     the game-space. This is very distinct from later versions of Traveller,
       
   913     which were emphatically High Concept with a Setting emphasis. (Oh, and
       
   914     just for credit where it's due, I should also mention that Traveller
       
   915     pioneered the mechanics of overt character-creation-as-play.)
       
   916 
       
   917     This mode of play is not merely creating more setting through
       
   918     preparation as play progresses. It relies on doing so in a system-driven
       
   919     fashion much like character creation, carried out as an overt or
       
   920     near-overt part of actual play.
       
   921 
       
   922     It's a pretty rare form of play and design, probably because the
       
   923     economics of splat-book publishing overwhelmed the hobby, and Traveller
       
   924     itself, from the mid-1980s onwards. The more recent examples include
       
   925     Aria, Multiverser to some extent, and the currently-in-development The
       
   926     Million Worlds. The design spec is to achieve the Color/kewl power of
       
   927     High Concept with the uncompromising power and consistency of the
       
   928     Purists for System, via inserting the explicit metagame world-creating
       
   929     ability. I think this approach is interesting for the level of Director
       
   930     stance potentially involved and I look forward to more role-playing
       
   931     evolution along these lines.
       
   932 
       
   933     Historical note: BRP
       
   934     Pound for pound, Basic Role-Playing from The Chaosium is perhaps the
       
   935     most important system, publishing tradition, and intellectual engine in
       
   936     the hobby - yes, even more than D&D. It represents the first and
       
   937     arguably the most lasting, influential form of uncompromising
       
   938     Simulationist design.
       
   939 
       
   940     It's kind of hard to discuss just how it was influential, as its very
       
   941     first appearance as a pamphlet accompanying a boardgame wasn't widely
       
   942     distributed. The influence operated primarily through the popularity of
       
   943     both RuneQuest and Call of Cthulhu. Looking across the early versions of
       
   944     these games as well as Superworld, Questworld, and more, I think BRP is
       
   945     identifiable as a Purist for System design and publishing. It's really
       
   946     probably the precursor for the later GURPS mode of publishing.
       
   947 
       
   948     However, that vision, plan, or phenomenon, whatever, swiftly evolved
       
   949     into High Concept, both in RuneQuest (Setting) and Call of Cthulhu
       
   950     (Situation) as they hit their early-mid-80s forms, which is what most
       
   951     people are familiar with, I think. Call of Cthulhu remains High Concept
       
   952     to the present day, whereas RuneQuest, upon being licensed to and
       
   953     redesigned to the specifications of Avalon Hill, essentially evolved
       
   954     into a new Purist for System game, with the setting, Glorantha,
       
   955     relegated to the background at most. Moving into the late 80s and early
       
   956     90s, the new BRP games (Pendragon, Nephilim) represented fairly radical
       
   957     Drifting of Cthulhu-style BRP into their respective High Concepts.
       
   958 
       
   959     GNS crossover issues
       
   960     As usual for GNS-heavy text, I'll speak of games themselves in the GNS
       
   961     terms, but with the proviso that I'm really speaking about the play
       
   962     itself that is typical of or best supported by the rules of those games.
       
   963 
       
   964     First, the FAQ
       
   965     Q: Can Simulationist design be Abashed?
       
   966 
       
   967     A: Sure. "Abashed" refers to design that must be Drifted in order to
       
   968     play because incompatible priorities are present among different parts
       
   969     of the rules. It's different from Incoherent design in that such Drift
       
   970     is easy and minor. Technically, an Abashed game is already at least two
       
   971     modes (or sub-modes); e.g. I've said that Little Fears represents
       
   972     Abashed Narrativist design, but it should really be called Abashed
       
   973     Narrativism/Simulationism.
       
   974 
       
   975     Q: So "Abashed" means combined?
       
   976 
       
   977     A: No. Combined GNS modes which work well together would be "Hybrid."
       
   978     There's a whole section on that below. Abashed games must be Drifted
       
   979     (i.e. their rules must be operationally changed, or some sections
       
   980     ignored) in order to play.
       
   981 
       
   982     Q: Can Simulationist play be Vanilla?
       
   983 
       
   984     A: Well, we don't say Vanilla and Pervy any more (too rude for some,
       
   985     apparently). Now we talk about Points-of-Contact being low or high for
       
   986     given portions of rules. But to lapse back into the old terminology,
       
   987     yes, it can. Dread is a veritable poster child for Vanilla Sim, which I
       
   988     would generalize to mean a High Concept Simulationist design with low
       
   989     Points-of-Contact and a high emphasis on Situation. Pervy Sim basically
       
   990     just ups the Points-of-Contact as well as the emphasis on Exploring
       
   991     anything regardless of topic, which pretty much describes any member of
       
   992     the Purist-for-System category.
       
   993 
       
   994     Character generation
       
   995     Character generation text and methods are extremely diverse within each
       
   996     GNS mode, which is one of the reasons I favor group communication during
       
   997     this phase of pre-play. For instance, some Gamist-ish games utilize
       
   998     point-allocation systems, which looks similar to the widespread method
       
   999     in Simulationist-ish games. However, for Gamist purposes, this method is
       
  1000     all about strategizing tradeoffs, rather than establishing a fixed
       
  1001     internal-cause to "justify" the character. Similarly, Gamist character
       
  1002     creation utilizing Fortune methods isn't the same as the few
       
  1003     Simulationist randomized methods - in the former, it's a lot like
       
  1004     gambling, whereas in the latter, it's about a character maturing through
       
  1005     Fortune's vagaries represented by in-game effects like culture, weather,
       
  1006     disease, and so forth (e.g. Harnmaster).
       
  1007 
       
  1008     Narrativist character creation in some games requires a fair amount of
       
  1009     back-story, just as some Simulationist play does, but in the former,
       
  1010     it's about establishing a chassis for conflict, metagame, and reward,
       
  1011     and in the latter, it's about Coloring the character and providing
       
  1012     oppportunities for GM-created hooks. I rank the conflict between these
       
  1013     concepts, during play, among the highest-risk situations for the
       
  1014     survival of a gaming group. Strategies to resolve this conflict, whether
       
  1015     social or design-oriented, are currently not well-developed in the
       
  1016     hobby.
       
  1017 
       
  1018     Metagame mechanics
       
  1019     The term "metagame" is problematic throughout this essay for
       
  1020     Simulationist play and rules design. Metagame mechanics, by definition,
       
  1021     entail the interjection of real-people priorities into the
       
  1022     system-operation. Now, it is foolish to speak of Simulationist play as
       
  1023     lacking metagame; that would only apply if the people at the table were
       
  1024     themselves rules-constructs as well as the rules, and that's silly. But
       
  1025     compared to Gamist and Narrativist play, Simulationist play may be
       
  1026     spoken of as lacking metagame [i]interpersonal agenda[/i], like
       
  1027     "winning" or "doing well" in Gamism, or addressing a Premise in
       
  1028     Narrativism. Its metagame, although fully social, is self-referential,
       
  1029     to stay in-game. I recognize that it's a problematic issue and I look
       
  1030     forward to some discussion about it.
       
  1031 
       
  1032     To clarify for purposes of the essay, compare the following: (1) an
       
  1033     in-game essence or metaphysical effect called "Karma," which represents
       
  1034     the character's moral status in that game-universe according to (e.g.) a
       
  1035     god or principle in that game-world; (2) a score on the sheet which has
       
  1036     literally nothing to do with the character's in-game identity, also
       
  1037     called "Karma," recognized and applied by the real people with no
       
  1038     in-game entity used to justify it. In both systems, Karma is a
       
  1039     point-score which goes up and down, and which can be brought into play
       
  1040     as, say, a bonus to one's dice roll. But I'd say that #1 is not metagame
       
  1041     at all, and #2 is wholly metagame.
       
  1042 
       
  1043     Mechanically, how do they differ? One thing to consider is how the score
       
  1044     goes up and down - by player-use, or by in-game effects? Another is
       
  1045     whether the score is integrated with the reward/improvement system -
       
  1046     does spending a Karma reduce one's bank of improvement points? In fact,
       
  1047     is Karma a spent resource at all? Still another issue is whether in-game
       
  1048     effects must be in place, or inserted into place, to justify its use. No
       
  1049     one of these indicators is hard-and-fast, however; one must consider
       
  1050     them all at once, and how they relate to Simulationism (and
       
  1051     non-Simulationism) is a fascinating issue. At this point I tend to think
       
  1052     that the main issue, basically, is who is considered to "spend" them -
       
  1053     character or player.
       
  1054 
       
  1055     I suggest that Trouble in Orkworld, Hero Points in Hero Wars, and
       
  1056     Spiritual Attributes in The Riddle of Steel are Resource-based metagame
       
  1057     mechanics, whereas Power in RuneQuest, Sanity in Call of Cthulhu, and
       
  1058     these mechanics' many derivatives in other games, are straightforward,
       
  1059     non-metagame Resources. Similarly, I suggest that the role-playing
       
  1060     bonuses based on out-of-game neatness in Sorcerer are metagame, whereas
       
  1061     the Stunt rules based on difficulty or unlikelihood in Feng Shui are
       
  1062     not.
       
  1063 
       
  1064     It's a tough discussion, though. One confounding factor is that metagame
       
  1065     mechanics are often present as "fixes" of otherwise-Simulationist
       
  1066     systems that proved to be mildly broken in play. The trouble with such a
       
  1067     thing is that it can lead to serious Drift of the sort that breaks
       
  1068     Social Contracts or renders systems incoherent.
       
  1069 
       
  1070     Hybridization
       
  1071     As far as I can tell, Simulationist game design runs into a lot of
       
  1072     potential trouble when it includes secondary hybridization with the
       
  1073     other modes of play. Gamist or Narrativist features as supportive
       
  1074     elements introduce the thin end of the metagame-agenda wedge. The usual
       
  1075     result is to defend against the "creeping Gamism" with rules-bloat, or
       
  1076     to encourage negatively-extreme deception or authority in the GM in
       
  1077     order to preserve an intended set of plot events, which is to say,
       
  1078     railroading. In other words, a baseline Simulationist focus is easily
       
  1079     subverted, leading to incoherence.
       
  1080 
       
  1081     Whether this issue can be resolved by future designs and Social
       
  1082     Contracts is unknown. Speaking historically, though, AD&D2, Vampire, and
       
  1083     Legend of the Five Rings are especially good examples of incoherent
       
  1084     design that ends up screwing the Simulationist. You have Gamist
       
  1085     character creation, with Narrativist rhetoric (especially in Vampire).
       
  1086     You have High Concept Simulationist resolution, which is to say, easily
       
  1087     subverted by Gamism because universal consistency is de-emphasized. And
       
  1088     finally, you have sternly-worded "story" play-context, which in practice
       
  1089     becomes game-author-to-GM co-conspiracy. The net result is a fairly
       
  1090     committed Simulationist GM presiding over a bunch of players tending
       
  1091     toward more agenda-based play of different kinds.
       
  1092 
       
  1093     What happens? All the wedges widen, and the unfortunate thing is that
       
  1094     the more everyone likes the basic, fun interest of the topic ("genre")
       
  1095     at hand, the worse the rift becomes.
       
  1096 
       
  1097       * The aggravated Narrativist leaves the play situation after butting
       
  1098         heads with the GM over the "story." Arguably, the early White Wolf
       
  1099         games in general are responsible for what amounted to a mass exodus
       
  1100         of Narrativist-oriented role-players from the hobby in the
       
  1101         mid-1990s.
       
  1102       * The Gamist runs rampant, moving from sportsmanlike
       
  1103         challenge/competition (as would be found in a coherent Gamist
       
  1104         design) to "break the system" vs.-game, vs.-GM
       
  1105         challenge/competition. The group typically either dissolves or
       
  1106         evicts the Gamist player; evictees find one another and enjoy
       
  1107         themselves with gusto, Drifting the rules significantly and focusing
       
  1108         on player-vs.-player challenge/competition. They tend to be quite
       
  1109         public and large-group oriented, via on-line and LARP play. [AEG was
       
  1110         clever enough to recognize this phenomenon and incorporate it into
       
  1111         the L5R market strategy.]
       
  1112       * The Simulationist, whether GM or player, fights a losing battle
       
  1113         against the Gamist, often feeling betrayed and desperate.
       
  1114         Simulationist groups which survive this conflict tend to be very
       
  1115         insular, clique-ish, and GM-centered, with the GM seen as the
       
  1116         conduit or channeller to "the game" as published. Such a GM is
       
  1117         usually given carte blanche authority over the social, system, and
       
  1118         plot-oriented content of the game, and the players become fairly
       
  1119         subordinated to the content of play. The group often Drifts the
       
  1120         rules significantly to reflect and reinforce the immediate Social
       
  1121         Contract; simultaneously, they become defensive and protective
       
  1122         regarding the game title as a subcultural item.
       
  1123 
       
  1124     Champions, especially second and third editions, presented a fascinating
       
  1125     case of this same phenomenon for a game design that could functionally
       
  1126     Drift in any of the three directions (in all cases requiring severe
       
  1127     rules-interpretation and "fixing"). Thus Champions play could be
       
  1128     observed in all three modes, all of which were emphatically incompatible
       
  1129     and socially segregated. Champions fourth edition represents a
       
  1130     "takeover," if you will, by the Simulationist interpretatation, mainly
       
  1131     due to the editor of the line at the time.
       
  1132 
       
  1133     Hybrids are much better off using Simulationism as a secondary design
       
  1134     feature, rather than as the primary. The Riddle of Steel is a successful
       
  1135     hybrid because its primary Narrativist emphasis is so mechanically
       
  1136     influential and integrated with the reward system, that it cannot be
       
  1137     ignored or subverted. Even so, it's interesting to observe the
       
  1138     consistent Simulationist reading of TROS' text, rife with suggestions
       
  1139     for repair of "obviously" inappropriate elements, by people who have not
       
  1140     played the game.
       
  1141 
       
  1142     Rifts as well as well as many fantasy-adventure games use Simulationist
       
  1143     design features (heavy Setting Exploration) to support its primary
       
  1144     Gamist emphasis; I'll discuss this in more detail in the Gamism essay.
       
  1145 
       
  1146     Shit! I'm playing Narrativist
       
  1147     In Simulationist play, morality cannot be imposed by the player or,
       
  1148     except as the representative of the imagined world, by the GM. Theme is
       
  1149     already part of the cosmos; it's not produced by metagame decisions.
       
  1150     Morality, when it's involved, is "how it is" in the game-world, and even
       
  1151     its shifts occur along defined, engine-driven parameters. The GM and
       
  1152     players buy into this framework in order to play at all.
       
  1153 
       
  1154     The point is that one can care about and enjoy complex issues, changing
       
  1155     protagonists, and themes in both sorts of play, Narrativism and
       
  1156     Simulationism. The difference lies in the point and contributions of
       
  1157     literal instances of play; its operation and social feedback.
       
  1158 
       
  1159     I'll provide two examples, a simple one and a complex one.
       
  1160 
       
  1161     The simple one: Consider the behavioral parameters of a samurai
       
  1162     player-character in Sorcerer and in GURPS. On paper the sheets look
       
  1163     pretty similar: bushido all over the place, honorable, blah blah. But
       
  1164     what does this mean in terms of player decisions and events during play?
       
  1165     I suggest that in Sorcerer (Narrativist), the expectation is that the
       
  1166     character will encounter functional limits of his or her behavioral
       
  1167     profile, and eventually, will necessarily break one or more of the
       
  1168     formal tenets as an expression of who he or she "is," or suffer for
       
  1169     failing to do so. No one knows how, or which one, or in relation to
       
  1170     which other characters; that's what play is for. I suggest that in GURPS
       
  1171     (Simulationist), the expectation is that the behavioral profile sets the
       
  1172     parameters within which the character reliably acts, especially in the
       
  1173     crunch - in other words, it formalizes the role the character will play
       
  1174     in the upcoming events. Breaking that role in a Sorcerer-esque fashion
       
  1175     would, in this case, constitute something very like a breach of
       
  1176     contract.
       
  1177 
       
  1178     The complex one: Consider the behavioral parameters of a knight
       
  1179     player-character in The Riddle of Steel and in Pendragon. This one's a
       
  1180     little trickier for a couple of reasons, first because Pendragon has two
       
  1181     sets of behavioral rules, and second because both games permit a
       
  1182     character's behavioral profile to change.
       
  1183 
       
  1184     1) The Pendragon knight includes a set of paired, dichotomous Traits
       
  1185     (e.g. Worldly / Chaste) which are scored numerically, and which change
       
  1186     scores inversely. They are used either (a) as behavior-establishers
       
  1187     (roll vs. Cruel to see whether you behead the churl for his rudeness) or
       
  1188     (b) as record-keepers for player-driven behavior (you beheaded him?
       
  1189     Check Cruel, which increases its chance to raise its score later). The
       
  1190     Riddle of Steel knight has no equivalent system to (a); all character
       
  1191     behavior is driven by the player. Its Spiritual Attributes, however, do
       
  1192     rise and fall with character behavior much as Pendragon's (b).
       
  1193 
       
  1194     2) The Pendragon knight also may develop one or more Passions, which are
       
  1195     expressed in the form of a fixed set of bonus dice for actions that
       
  1196     support that Passion. These are established through play and may
       
  1197     increase, although not decrease; different Passions may conflict within
       
  1198     a single character. The Riddle of Steel's Spiritual Attributes (Drive,
       
  1199     Destiny, Passion, Faith, Luck, and Conscience) act as bonus dice much as
       
  1200     in Pendragon Passions but (a) may be individually eliminated and
       
  1201     substituted with another Spiritual Attribute by the player with very
       
  1202     little restriction, and (b) are intimately connected to the most
       
  1203     significant character-improvement mechanic.
       
  1204 
       
  1205     I suggest that both games include the concept that personal passion is a
       
  1206     concrete effectiveness-increase mechanic, but that Pendragon does so in
       
  1207     a "fixed-path-upwards" fashion (when the knight's passions are
       
  1208     involved), whereas The Riddle of Steel does so under the sole helm of
       
  1209     the player's thematic interests of the moment. Furthermore, the latter
       
  1210     game directly rewards the player for doing so.
       
  1211 
       
  1212     I may be a little biased about this issue, but it seems to me that a
       
  1213     character in Narrativist play is by definition a thematic time-bomb,
       
  1214     whereas, for a character in Simulationist play, the bomb is either
       
  1215     absent (the GURPS samurai), present in a state of near-constant
       
  1216     detonation (the Pendragon knight, using Passions), or its detonation is
       
  1217     integrated into the in-game behavioral resolution system in a "tracked"
       
  1218     fashion (the Pendragon knight, using the dichotomous traits). Therefore,
       
  1219     when you-as-player get proactive about an emotional thematic issue,
       
  1220     poof, you're out of Sim. Whereas enjoying the in-game system activity of
       
  1221     a thematic issue is perfectly do-able in Sim, without that proactivity
       
  1222     being necessary.
       
  1223 
       
  1224     Before anyone flips out, stop for one more point, which is that my
       
  1225     perceived time-scale of play for all the above points is quite high. I'm
       
  1226     talking about whole sessions and sets of sessions, not moment-to-moment
       
  1227     combat decisons or dialogue. So the "poof" is a pretty prolonged thing
       
  1228     (and I better not develop this metaphor any further either).
       
  1229 
       
  1230     Many people mistake low time-scale techniques like Director stance,
       
  1231     shared narration, etc, for Narrativism, although they are not defining
       
  1232     elements for any GNS mode. Misunderstanding this key issue has led to
       
  1233     many people falsely identifying themselves as playing Simulationist with
       
  1234     a strong Character emphasis, when they were instead playing quite
       
  1235     straightforward Narrativist without funky techniques.
       
  1236 
       
  1237     I would very much like to participate in a detailed discussion of
       
  1238     playing L5R, which to my mind, in the absence of Drifting, poses some
       
  1239     irreconcilable problems in how its behavioral parameters are
       
  1240     constructed, such that it simultaneously asks about Honor and dictates
       
  1241     the answers.
       
  1242 
       
  1243     El Dorado and Drift
       
  1244     El Dorado is a term coined by Paul Czege based on some ideas proposed by
       
  1245     Joachim Buchert (see glossary for links). As originally proposed, it was
       
  1246     essentially Narrativist play with a strong Simulationist supportive
       
  1247     element - a functional hybrid. When I surprised this debate by shrugging
       
  1248     and stating that hybrids, with one mode dominant, are viable, possible,
       
  1249     and functional, and when The Riddle of Steel demonstrated an
       
  1250     exceptionally fine example, the term changed a bit. Over time, it has
       
  1251     come to mean as well an experientially smooth and perhaps even
       
  1252     unnoticeable shift from Simulationist play-assumptions to Narrativist
       
  1253     ones.
       
  1254 
       
  1255     Such a goal, both for play and design, has proven attractive to people;
       
  1256     they recognize that Simulationist assumptions are common among
       
  1257     established role-players, and the term "Simulationist-by-habit" has been
       
  1258     coined to describe people who might enjoy other GNS modes but don't
       
  1259     conceive of their functional existence.
       
  1260 
       
  1261     An El Dorado game-experience would not be a hybrid - it would avoid all
       
  1262     confusion that hybrids tend to generate to some degree, and it would
       
  1263     certainly not be Abashed, as play-goals would not clash within the rules
       
  1264     and procedures of play. It would be operative Drift without rules-Drift,
       
  1265     for which the term Transition was coined in discussions of Fang
       
  1266     Langford's game in development, Scattershot.
       
  1267 
       
  1268     Is it possible, theoretically? Sure! I think it's much harder than most
       
  1269     people think it would be. The System actually has to facilitate the
       
  1270     process of changing priorities during play, Drifting on procedural
       
  1271     "tracks" as it were. A couple of games point the way. The Riddle of
       
  1272     Steel is explicitly based on a rather brutal selection philosophy,
       
  1273     insofar as people who do not recognize the dominance of the Spiritual
       
  1274     Attributes over the more Simulationist-appearing baseline mechanics will
       
  1275     see their characters die horribly. Players who start with Simulationist
       
  1276     priorities will have to change or stop playing (I suspect, rather, that
       
  1277     many of them will "Drift to remain in place," actually). Scattershot, in
       
  1278     development, is the only Transition-oriented game design I know of
       
  1279     that's based on the rules themselves shifting and altering as a function
       
  1280     of play. (See Glossary.)
       
  1281 
       
  1282     I'll discuss this issue in much more detail in the Narrativism essay,
       
  1283     but I'll pose the most serious problem facing the seekers of El Dorado:
       
  1284     idealizing story creation but refusing to do it. Oh, am I going to catch
       
  1285     it for this section ... well, people are just going to have to disagree
       
  1286     about whether stories can "create themselves."
       
  1287     Personally, I don't think they do, and we won't get anywhere by pushing
       
  1288     and pulling. In practical terms, lots of hassles and possibilities arise
       
  1289     when expecting story to "emerge" from metagame-absent play. Here are the
       
  1290     two extremes which arise.
       
  1291 
       
  1292       * The bad one: A frustrated Narrativist-ish player takes over as GM
       
  1293         and relies on railroading. He or she insists that everyone care
       
  1294         about the story, but also insists upon everything going as he or she
       
  1295         desires. I consider this approach to rank among the least functional
       
  1296         role-playing in existence.
       
  1297       * The good one: Everyone agrees that story is a wonderful and
       
  1298         desirable emergent property, but commits to no metagame meddling or
       
  1299         prioritizing by anyone. In theory, this is quite functional, but the
       
  1300         tricky part is that everyone also has to accept that story might not
       
  1301         happen at all, and to be all right with that.
       
  1302 
       
  1303     Less extremely, some game texts present relatively consistent
       
  1304     Simulationist-oriented rules, but with bits and pieces here and there
       
  1305     with Narrativist leanings. This is all very well, except that the text
       
  1306     accompanying these sections is almost always incoherent: the player is
       
  1307     given power (e.g. to dictate a target's response) - but the GM is warned
       
  1308     to override it if necessary - but then some text follows about how the
       
  1309     players are really the story-authors - but then, again, the GM needs to
       
  1310     keep a tight rein on the story's integrity - and so on. Usually the game
       
  1311     design is quite nifty in terms of the actual rules (e.g. Fvlminata), but
       
  1312     these text sections ultimately make no sense, being trapped in the
       
  1313     Impossible Thing Before Breakfast. It's as if the game authors play a
       
  1314     particular way but can't quite believe that anyone else would, and in
       
  1315     most cases, the game text and rules end up being Abashed.
       
  1316 
       
  1317     Pitfalls of design
       
  1318     The first and most serious problem in Simulationist design is to rely on
       
  1319     habit and imitation for some mechanics features of the game and then to
       
  1320     try to tack on one's own ideas. I'm not talking about simple influence,
       
  1321     which is part and parcel of any RPG design, but the porting of whole
       
  1322     assumption-sets out of their integrated contexts with all aspects of the
       
  1323     parent game. This is very common in Fantasy Heartbreakers and usually
       
  1324     results in a lot of broken math. Obviously this problem is not unique to
       
  1325     Simulationism, but when it occurs in that context, it's really painful.
       
  1326 
       
  1327     Another serious problem is the ideal of "transparency," especially as
       
  1328     applied to the High Concept approach. I cannot help but be blunt: System
       
  1329     is experientially inescapable. One cannot make Character, Setting,
       
  1330     Situation, and Color "go" without it. Drama-driven systems are just as
       
  1331     System as any other, for instance. (See the Transparency entry in the
       
  1332     Glossary.)
       
  1333 
       
  1334     Really to remove System requires that anything and everything that
       
  1335     happens during play be mediated solely through the Social Contract,
       
  1336     without any formalized method even to do that. I think that such play
       
  1337     would be awfully difficult, requiring so much negotiation regarding how
       
  1338     to play per unit of play as to be hopeless. (Again, I am not discussing
       
  1339     well-organized systems based mainly on Drama, which are perfectly
       
  1340     wonderful and not subject to these criticisms.)
       
  1341 
       
  1342     Therefore, I advise that design not ask, "How is System made invisible,"
       
  1343     but rather, "How is System directed toward particular Explorative
       
  1344     goals." The degree of complexity then becomes an aesthetic and focused
       
  1345     issue, not something to chop away at blindly. Instead of transparency,
       
  1346     let Coherence and an eye toward the desired Points of Contact be your
       
  1347     guide.
       
  1348 
       
  1349     The third problem is the Realism tautology: setting "realism" as a goal
       
  1350     of play, which often gets brought up in debates about in-game events.
       
  1351     Never fall into this one - you cannot win. Plausibility, which is to
       
  1352     say, not violating a specific degree of contrivance-limits, is a fine
       
  1353     thing; it's central to the role-playing element of Situation. All
       
  1354     role-playing requires whatever degree of plausibility is necessary to
       
  1355     support the respective GNS goal. Reinforcing it can be a valid feature
       
  1356     of some Simulationist play and design (just as of some Narrativist and
       
  1357     some Gamist play), when that matters for specific goals for that play.
       
  1358     But to reverse it, to claim that the play itself exists at the service
       
  1359     of the "realism" among the components of the game, is madness,
       
  1360     especially for Simulationist play - such a statement presents a quagmire
       
  1361     of debate much like "balance" or "story."
       
  1362 
       
  1363     Another common problem is rules-bloat, which usually creeps into
       
  1364     Simulationist game text as a form of anti-Gamist defense. I suggest that
       
  1365     adding more layers to character creation is a poor idea, as it only
       
  1366     introduces more potential points of broken Currency. I suggest instead
       
  1367     that the most effective "defense" is to avoid ratios in one's layering,
       
  1368     as in Godlike. More generally, beyond a certain point, anti-Gamist
       
  1369     defensive rules design has a negative effect: given an increased number
       
  1370     rules and punctilios, players simply punt in terms of understanding the
       
  1371     system, and the GM has to "be" the entire game. This is exceptionally
       
  1372     difficult in games like Rolemaster or GURPS (perhaps less so in Dread or
       
  1373     Call of Cthulhu). Therefore the effort - to preserve the integrity of
       
  1374     the Simulationist experience - often backfires as play gets harder and
       
  1375     more full of speed-bumps rather than easier.
       
  1376 
       
  1377     Rules-bloat can also result from the design and writing process itself.
       
  1378     Cogitating about in-game causes can transform itself, at the keyboard,
       
  1379     into a sort of Exploration of its own, which results in very elaborate
       
  1380     rules-sets for situational modifiers, encumbrance, movement, technology,
       
  1381     prices of things, none of which is related to actual play of the game
       
  1382     with actual people. During the writing process, "what if" meets "but
       
  1383     also" and breeds tons of situational rules modifiers. When this effect
       
  1384     hits Currency, you get tons of layering in the form of prerequisites and
       
  1385     nuances of described competency (e.g. Awful vs. Really Bad vs.
       
  1386     Mediocre). The result is often what I like to call Paying to Suck, which
       
  1387     is to say that character creation includes paying many points merely for
       
  1388     the character to be bad or barely-adequate at things.
       
  1389 
       
  1390     My recommendation is to know and value the virtues of Simulationist
       
  1391     play, specifically refined toward the goals of a particular subset (as
       
  1392     listed or make up your own), and to drive toward them with gusto. Don't
       
  1393     spin your wheels defending your design against some other form of play.
       
  1394 
       
  1395     Conclusions
       
  1396     For play really to be Simulationist, it can't lose the daydream quality:
       
  1397     the pleasure in imagination as such, without agenda. For game design to
       
  1398     promote this goal, it must be openly valued and its virtues articulated,
       
  1399     not assumed (as it often is) to be "good role-playing" by anyone's
       
  1400     standards and hence left unstated. Design should be inspiring and
       
  1401     elegant in its own right, promoting the desire to see this Setting or
       
  1402     Character unfold, or to see this System do its stuff.
       
  1403 
       
  1404     I now offer a couple of points that are probably going to draw some
       
  1405     objections.
       
  1406 
       
  1407     It's a hard realization: devoted Simulationist play is a fringe
       
  1408     interest. It is not the baseline or core of role-playing, which is
       
  1409     Exploration. (Here is where my interpretation of the Scarlet Jester's
       
  1410     Exploration differs the most from his original presentation.)
       
  1411 
       
  1412     Quite a bit of role-playing theory and design has taken a
       
  1413     training-wheels approach, especially using Purist for System games like
       
  1414     GURPS, in the assumption that role-playing at the Simulationist "level"
       
  1415     or "type" is the necessary skill to develop or grow to any other type. I
       
  1416     think this is both misguided and patronizing toward Simulationist play,
       
  1417     but even worse, it has the opposite effect on new players: selective
       
  1418     culling-out of people who bring developed Gamist or Narrativist agendas
       
  1419     to the activity.
       
  1420 
       
  1421     Another good question is whether the claim is valid that role-playing
       
  1422     has been "Sim-dominated" through its history, whether in play or in
       
  1423     design. Regarding play, I think all the evidence points to all the GNS
       
  1424     modes, and much diversity within those modes, being present since the
       
  1425     beginning of the hobby. Regarding design and publishing, I think that we
       
  1426     need to distinguish between Simulationist elements vs. coherent design -
       
  1427     the former have certainly been widespread, but mainly in incoherent
       
  1428     games, with AD&D and Vampire as the chief examples.
       
  1429 
       
  1430     The Hard Question
       
  1431     Well, here it is. Before getting bent out of shape, remember that each
       
  1432     mode is gonna get one of these.
       
  1433 
       
  1434     Role-playing is a hobby, leisure activity. The real question is, what
       
  1435     for, in the long term? For Simulationist play, the answer "This was fun,
       
  1436     so let's do it again," is sufficient.
       
  1437 
       
  1438     However, for how long is it sufficient? Which seems to me to vary
       
  1439     greatly from person to person. Is the focus on Exploration to be kept as
       
  1440     is, permanently, as characters and settings change through play? Some
       
  1441     say "sure" and wonder what the hell I'm talking about, or perhaps feel
       
  1442     slightly insulted. Or, is Drift ultimately desirable? Is play all about
       
  1443     getting "it" to work prior to permitting overt metagame agendas into the
       
  1444     picture? Some might answer "of course" and wonder why anyone could see
       
  1445     it otherwise.
       
  1446 
       
  1447     So! Is there an expected, future metagame payoff, or is the journey
       
  1448     really its own reward? Is Simulationist play what you want, or is it
       
  1449     what you think you must do in order, one day, to get what you want?
       
  1450 
       
  1451     I judge nothing with these questions. I think that they're important to
       
  1452     consider and that answers are going to vary widely, that's all.
       
  1453 
       
  1454     Glossary
       
  1455     Most of the jargon in the essay is defined in "GNS and related matters
       
  1456     of role-playing design." Most of the following are some terms that have
       
  1457     arisen during the discussions since then. Some of them (the ones without
       
  1458     links) are defined in the essay and repeated here for clarity.
       
  1459 
       
  1460     Abashed
       
  1461        Game design which displays features of one or more GNS modes that, in
       
  1462        their applications, are operationally contradictory. It is a minor
       
  1463        form of Incoherence. However, an Abashed design is easily correctable
       
  1464        by ignoring or altering isolated portions of the rules (minor Drift);
       
  1465        typically, extremely coherent play can result in either of the modes
       
  1466        involved. However, this also means that two groups will effectively
       
  1467        be playing completely different games. See [10]Abashed Vanillaism and
       
  1468        [11]my review of Little Fears.
       
  1469 
       
  1470     Currency
       
  1471        The exchange rate among different components of characters - their
       
  1472        Effectiveness values, their Resources, and their Metagame properties.
       
  1473        In many games, Currency is explicit in terms of character points, but
       
  1474        it is present in any and all role-playing games.
       
  1475 
       
  1476     DFK
       
  1477        Short for Drama, Karma, and Fortune, as originally presented in the
       
  1478        game Everway and adopted by me. The terms refer to the resolution
       
  1479        mechanics of a given game, which may include any combination or
       
  1480        blending of the three.
       
  1481 
       
  1482     El Dorado
       
  1483        Originally, used to indicate the search for a
       
  1484        Simulationist-Narrativist hybrid mode of play, with the Narrativism
       
  1485        being the main priority; more recently, it has come to mean
       
  1486        Transition from Simulationist to Narrativist play without noticeable
       
  1487        Drift in the rules-use. See [12]Simulationism and Narrativism under
       
  1488        the same roof and [13]El Dorado.
       
  1489 
       
  1490     Fortune-at-the-End
       
  1491        Employing a Fortune mechanic (dice, cards, etc) following the full
       
  1492        descriptions of actions, physical placement, and communication among
       
  1493        characters. See "Fortune in the Middle" and associated links.
       
  1494 
       
  1495     Fortune-in-the-Middle
       
  1496        Employing a Fortune mechanic (dice, cards, etc) prior to fully
       
  1497        describing the specific actions of, physical placement of, and
       
  1498        communication among characters. The Fortune outcome is employed in
       
  1499        establishing these elements retroactively. This technique may be
       
  1500        employed with the dice/etc as the ultimate authority of success or
       
  1501        failure (e.g. Sorcerer) or with the dice/etc outcome being
       
  1502        potentially adjusted by a metagame mechanic (e.g. Hero Wars). See
       
  1503        [14]my review of Hero Wars, see also discussions in the [15]Alyria
       
  1504        forum.
       
  1505 
       
  1506     Hybrid
       
  1507        A game whose rules include facilitating elements for more than one
       
  1508        mode of play. Observed functional hybrids to date include only two
       
  1509        GNS modes rather than all three, and one of the modes may be
       
  1510        considered primary or dominant, with the other playing a supportive
       
  1511        role. See [16]my review of The Riddle of Steel.
       
  1512 
       
  1513     IIEE
       
  1514        Short for Intent, Initiative, Execution, and Effect, referring to the
       
  1515        relationship between announcements of action by real people and the
       
  1516        establishment of those actions into the shared imaginary game-world.
       
  1517        See [17]The four steps of action and [18]What is IIEC?.
       
  1518 
       
  1519     Illusionism
       
  1520        A mode of story creation by the GM in which his or her decisions
       
  1521        carry more weight than those of the players, in which he or she has
       
  1522        authority over rules-outcomes, and in which the players willingly or
       
  1523        unwillingly do not recognize these features. See [19]Illusionism: a
       
  1524        new look and a new approach and [20]Illusionism and GNS for a more
       
  1525        complete definition and associated discussions.
       
  1526 
       
  1527     The Impossible Thing Before Breakfast
       
  1528        "The GM is the author of the story and the players direct the actions
       
  1529        of the protagonists." Widely repeated across many role-playing texts.
       
  1530        Neither sub-clause in the sentence is possible in the presence of the
       
  1531        other.
       
  1532 
       
  1533     Layering
       
  1534        The relationship between the initial numbers derived for a character
       
  1535        (e.g. attributes) to the numbers eventually used most commonly in
       
  1536        play (Effectiveness Values; e.g. combat to-hit values). The more
       
  1537        steps of derivation, the more the system is said to be layered.
       
  1538 
       
  1539     Points of Contact
       
  1540        The steps of rules-consultation, either in the text or internally,
       
  1541        per unit of established imaginary content. This is not the same as
       
  1542        the long-standing debate between Rules-light and Rules-heavy systems;
       
  1543        either low or high Points of Contact systems can rely on strict
       
  1544        rules. See [21]Vanilla and Pervy, [22]Pervy in my head, [23]Cannot
       
  1545        stand cutesie-poo terms, [24]Pervy Sim, points of contact,
       
  1546        accessibility.
       
  1547 
       
  1548     Roles, "role levels"
       
  1549        (1) The player's social role in terms of his character - the mom, the
       
  1550        jokester, the organizer, the placator, etc. (2) The character's
       
  1551        thematic or operational role relative to the others - the leader, the
       
  1552        brick, the betrayer, the ingenue, etc. (3) The character's in-game
       
  1553        occupation or social role - the pilot, the mercenary, the alien
       
  1554        wanderer, etc. (4) The character's specific Effectiveness values -
       
  1555        armor rating, weapon attributes, specific skills and their values,
       
  1556        available funds, etc. See [25]The class issue and all internal links.
       
  1557 
       
  1558     Social Context
       
  1559        How role-playing as an activity relates to one's social life in
       
  1560        general. Currently, the idea is that most functionally, one's "People
       
  1561        one likes" box is biggest, one's "People I like hanging with" box is
       
  1562        within that, and one's "People I game with" box is within that, but
       
  1563        that typically people reverse the boxes entirely. See [26]Social
       
  1564        Context, [27]Self-image, [28]Gay culture / Gamer culture, [29]What
       
  1565        does role-playing gaming accomplish?, [30]Christian gamers and
       
  1566        self-esteem, and [31]Sexism in gaming.
       
  1567 
       
  1568     Social Contract
       
  1569        The interactions, emotional connections, logistic arrangements, and
       
  1570        expectations among the members of a role-playing group, relative to
       
  1571        the role-playing activity. It includes both verbalized and
       
  1572        non-verbalized components of these things.
       
  1573 
       
  1574     Transition
       
  1575        Theoretically, shifting from one GNS mode to another (in the large
       
  1576        sense, in terms of the overall goals of play for everyone) without
       
  1577        Drifting the rules. Scattershot, in development, is designed with
       
  1578        Transition in mind. See the [32]Scattershot forum with reference to
       
  1579        threads begun by me.
       
  1580 
       
  1581     Transparency
       
  1582        Rules design that does not call attention to the rules in operation;
       
  1583        highly controversial. See [33]Transparency and [34]Transparency
       
  1584        again.
       
  1585 
       
  1586     Turku role-playing (Elaaytyjivism)
       
  1587        A mode of play first presented as a manifesto, in which in-character
       
  1588        feeling and thinking is given the highest priority, to such an extent
       
  1589        that even communicating the experience to others is secondary. By my
       
  1590        terminology, Simulationism, Character Exploration, mainly Drama or
       
  1591        low Points-of-Contact Fortune mechanics, highly reinforced through an
       
  1592        explicit Social Contract. The main site is not available, but see
       
  1593        [35]LARP manifesting in The LARPer magazine. See also the [36]Dogma
       
  1594        99.
       
  1595 
       
  1596     Vanilla/Pervy
       
  1597        Now-obsolete terminology to describe game-play in which the GNS mode
       
  1598        is easily-accessible and requires few if any complex rules-techniques
       
  1599        (Vanilla) vs. game-play in which the techniques are highly strictured
       
  1600        for the mode. Now replaced by the concept of Points of Contact, which
       
  1601        concerns the degree to which System is Explored. See [37]Vanilla
       
  1602        Narrativism and the more recent links listed under "Points of
       
  1603        Contact" above.
       
  1604 
       
  1605     The Forge created and administrated by [38]Clinton R. Nixon and [39]Ron
       
  1606     Edwards.
       
  1607     All articles, reviews, and posts on this site are copyright their
       
  1608     designated author.
       
  1609 
       
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  1632   20. http://www.indie-rpgs.com/forum/viewtopic.php?t=4232
       
  1633   21. http://www.indie-rpgs.com/forum/viewtopic.php?t=4299
       
  1634   22. http://www.indie-rpgs.com/forum/viewtopic.php?t=4301
       
  1635   23. http://www.indie-rpgs.com/forum/viewtopic.php?t=4352
       
  1636   24. http://www.indie-rpgs.com/forum/viewtopic.php?t=4416
       
  1637   25. http://www.indie-rpgs.com/forum/viewtopic.php?t=2802
       
  1638   26. http://www.indie-rpgs.com/forum/viewtopic.php?t=4258
       
  1639   27. http://www.indie-rpgs.com/forum/viewtopic.php?t=4336
       
  1640   28. http://www.indie-rpgs.com/forum/viewtopic.php?t=4300
       
  1641   29. http://www.indie-rpgs.com/forum/viewtopic.php?t=4414
       
  1642   30. http://www.indie-rpgs.com/forum/viewtopic.php?t=4419
       
  1643   31. http://www.indie-rpgs.com/forum/viewtopic.php?t=4433
       
  1644   32. http://www.indie-rpgs.com/forum/viewforum.php?f=22
       
  1645   33. http://www.indie-rpgs.com/forum/viewtopic.php?t=1842
       
  1646   34. http://www.indie-rpgs.com/forum/viewtopic.php?t=1909
       
  1647   35. http://www.thelarper.org/archivearticles/edition_1/manifesto.html
       
  1648   36. http://fate.laiv.org/dogme99/en/index.htm
       
  1649   37. http://www.indie-rpgs.com/forum/viewtopic.php?t=1597
       
  1650   38. mailto:webmaster@indie-rpgs.com
       
  1651   39. mailto:sorcerer@sorcerer-rpg.com