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David Meadows posts, in part: Umm... yes, that would be me. I think I'm a dramatist. But I can't see any way to be a good dramatist without being a simulationist (unless I've completely misunderstood the model, a very likely possibility). No offense, but you have. Then again, it took me a while to understand what the difference was. I spent my first month or so on r.g.f.a. arguing that you could get fine stories out of simulationist campaigns. After a lot of arguing, it finally dawned on me that the story oriented people here at the time were *actually making game decisions* to improve the story. I was stunned - simply could not believe that anyone would be willing to warp their game world in such a way just to improve a mere story. Plus, they were willing to warp the game world merely to prevent such an inconsequential thing as a pointless death of a single player character, out of the thousands or millions of characters in the game world, merely because a pointless death would be an unsatisfying end to the character's story. And they'd view this as an *improvement to the game*! It was at that point that I realized just how great a gulf there was between me and them, and just how strange some of the people who play roleplaying games are. In the decade since then, I've come to realize that by most peoples' standards, the weird ones are us simulationists. By the way, one of the things you posted a week or two ago indicated that not only don't you run in a strictly simulationist manner, but that superhero games cannot actually be run in a strictly simulationist manner. I can find the quote if you are interested. Warren J. Dew Powderhouse Software
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