<div class="gmail_quote">On Tue, Sep 4, 2012 at 10:37 AM, Gary Sturgess <span dir="ltr"><<a href="mailto:gazza666@gmail.com" target="_blank">gazza666@gmail.com</a>></span> wrote:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
<div class="im">On 4 September 2012 23:24, Styopa <<a href="mailto:styopa1@gmail.com">styopa1@gmail.com</a>> wrote:<br>
> I think it's also worth pointing out in re:simulationism (real or purported)<br>
> that real life isn't balanced whatsoever. Any effort toward balance in a<br>
> system as a goal unto itself is inherently non-simulationist.<br>
<br>
</div>Real life doesn't contain working sorcery and animism; does that mean<br>
that any system that does is inherently non-simulationist?<br>
<br>
I'm not being pedantic. I have never heard anyone use the phrase "real<br>
life" to describe "simulationism" before, and I'm honestly curious if<br>
that's a common definition. Normally simulationism is more a "is the<br>
system internally consistent?" and not "does it reflect reality?", at<br>
least as I've usually heard the term used.<br>
<div class="im"><br></div></blockquote><div></div></div><br><div>I appreciate the clarification as your initial response did strike the 'pedant' bell for me. :)</div><div><br></div><div>'Simulationist' as I'm using it here, refers specifically to a person pursuing a system in which the goal is to simulate reality as closely as possible. It didn't really even occur to me that it could have any other meaning? My meaning (and as far as I know, the only meaning) has nothing to do with internal consistency of the rules - only really external consistency of results to real-world results.<br>
<br></div><div>For example a system could be horribly internally INconsistent - it could resolve gunshots with coinflips, magic with drawing tiles from a jar, sword attacks in which you have to roll high on a d20, and fist attacks by rolling low on a d6 - but if the RESULTS resolved closely to real-world results for the various systems, it would be nevertheless a good simulation.</div>
<div><br></div><div>So for example, Hero Wars was a non-simulationist system - it rationalized everything about combat into simple contests (Oscar Wilde's repartee vs Angry Troll with maul). At the other end of the spectrum (dare I date myself) would be the Phoenix Command gunfire system that had what, perhaps 60+ hit locations on the human body, and resolved bullet damage using 30+ pages of charts of body density and vulnerability derived from actual medical data about the density of tissue as you drilled into that precise spot. (I'm not kidding, it was crazy-detailed. <a href="http://en.wikipedia.org/wiki/Phoenix_Command">http://en.wikipedia.org/wiki/Phoenix_Command</a>)</div>
<div><br></div><div>Thus my point - chess is balanced, and is only in the vaguest sense a simulation. </div>