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[In a Land Called] New Skool Sim

Started by timfire, November 17, 2005, 06:24:00 PM

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Mike Holmes

Bob, I think it's enough of an artifact to say that it's less important how much this is simulationism as compared with how well the technique in question works with this game overall. I think that some players (like myself) will love it. I definitely think that pushing it some particular way or another to make it fit into some category is pointless. In point of fact, the only GNS applicable thing I can think of here would be to suggest that since other parts seem to lead to narrativism, that putting in simulationism stuff might lead to incoherence. So in that case I'd suggest going away from simulationism. But, as I've said, I think that any "simminess" that this has (and I use that silly term to indicate that it's not simulationism that I'm talking about, but that it scratches some of the same itches that a simulationism agenda would in play), is intended to subordinate to a pretty straightforward narrativism agenda, which sort of semi-hybrid seems to be Tim's goal.

So as long as he understands what his goal is here, the question shouldn't be "does this promote simulationism" but, "will the overall agenda for this game be heightened by the addition of these particular mechanics?"

Hmm. That sounds like I'm simply repeating myself. But I'm not sure how else to say this.

Mike
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Tony Irwin

Quote from: timfire on November 20, 2005, 03:45:18 PM
Hi everyone,

I've acknowledged that the game is going to be a hybrid. Let's ignore the Nar elements for now. I would like to discuss what I consider to be the "new skool" Sim elements. In particular, Setting Dials, Chargen, and Symbols. (I think Fallout/Hope might have some Sim value, too.)

For right now, I'm curious if people think that those elements will potentially scratch the Sim itch. As I said, what the design does is force the player to give meaning to prescribed elements. (This is basically bricolage, if I understand the term correctly.) Do y'all think that these elements need to be more Simmy?

Thanks! I'm not so much asking for suggestions as much as trying to get a discussion on Sim going, and asking how it might relate to this design.

Hi Tim,

How do you see your game in terms of focusing on a type of exploration? From what I understand from your rules and chart you emphasise that the setting is in flux, changed by character actions. Situation is also up for grabs, the GM bases it on the state of the setting (which is being driven by character actions). You also talked about how colour is also in flux, how it can be applied in particular ways or redefined at any time. Your system has all kinds of variables: the way the groups agrees what happens next will change from moment to moment, and seems to be driven by character features.

So the message I'm getting is that your game is about exploring character, because that's what's driving so much else. I play my character as I imagine them and then watch how setting, situation, system (and possibly even colour through your symbols) reposition themselves around my character. Is that you what you want? Do you see characters in this game as being the focus of the group's attention (not just players but the GM as well), are they the reason we should play this game?

I suggest you identify what you want to be the focus of exploration, the real draw of play for people, and then you "freeze" it. In L5R and HeroQuest the setting is frozen, in MLWM and Dogs and Sorceror the situation is frozen, in Vampire character is frozen (in many ways). Every time we play one of those games it's to explore the same thing. The designers of each game believe they found something that players would enjoy exploring, and so they froze it. Everything else is changed through play.

I like your idea that the players, rather than you the designer, are the ones deciding what they find interesting and then "freezing" it before the exploration really begins. The setting dials sound good for that - helping us to establish and preserve a setting that we really want to explore. But then you talk about character actions having direct world wide consequences. How can I sincerely imagine and appreciate setting if it's constantly in flux due to character actions?

On second thoughts I guess your first two dials are really about game colour. Cool, it's helping us to establish and preserve colour that we really want to explore. I guess the danger is if your symbol system means that colour could fluctuate away from its original dial settings through play. The focus is lost.

Anyway, I guess my questions for you are:

1) What do you expect to be our focus of exploration during play?

which goes back to the question I asked you previously: In one session of play, where do you expect the moment of most fun to be located? Where will you look round expectantly at everyone's faces to see if they "got" what you just "got"? Where do you expect to feel most close and in touch with the other adults you're playing with?

2) Will your system help us preserve the things we're focusing on during play, and how?

Tony