Hello World,
One of the major joys unique to tabletop roleplaying games
is the act of getting into character and losing oneself in an imagined world.
This is such a major aspect of the hobby that simulation has become one of the
3 main pinnacles of RPG design. The innate purpose for an RPG system in terms
of simulation is to add structure and consistency to the game that is being
played. That being said, rules constructed innately for promoting simulation
are often the most tedious and annoying.
In most games, the purely simulationist rules are dropped and ignored by
players. Things like counting rations, encumbrances, and travel fatigue are all
simulation rules that rarely add anything meaningful the Gamist or Narrativist
aspects of a game. This got me thinking, if these rules are so commonly dropped
and disliked by players, why are they even in the game to start with?
After doing a lot of research into simulation games like
HarnMaster I think I have good idea of why these seemingly extraneous rules are
so important. They firstly act to add a sense of grit and weight to the world
being played in. Before reading through some gameplay scripts for HarnMaster, I
had never seen players so scared of a wound getting infected, or running out of
rations. So immersed in feeling the weight
of every choice and action they make. These are all down to earth feelings not
normally seen in other games.
These simulation rules secondarily act as an anchor for new
players and Game Masters, giving them a mechanical way to understand the world their
characters are in them. If a player jumps down a 30 ft drop with the mentality
that they are a game character and fall damage shouldn’t hurt them, they will
be in for a rude awakening. Same goes for a player trying to loot everything in
sight so they can sell them when they return to town. There are clear in game
rules that state how many finally crafted chairs and statuettes the player can
carry without being weighed down. And as players begin to understand that real
world physics and laws of nature apply to the game world, they are more readily
able to connect to the game world. It is much easier to imagine a world when we
can use the knowledge of our own world to paint it in. When it comes to being a
GM anchor, these rules apply a spelled out, mechanical way to translate
commonly understood laws of nature into the game space. Removing the extra work
of the game master determining consequences on their own.
Most veteran players drop these rules because they no longer
need that sort of anchor to understand the world around them. They are able to
get a good enough picture of how much their barbarian can lift and won’t try to
lift more than that. The other major reason is that the game they are
interested in playing isn’t as rooted in simulation, instead focusing more on Gamist
or Narativist play. In this case, these extraneous simulationist rules just
seem like pointless tedium.
However it all depends on what type of game you are playing
and the people you are enjoying it with.
-Patrick Lapeinis
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