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  • I think there's some truth to both sides, so long as they're toned down. E.g. 'oppressed' is almost surely a too-strong word for the situation. However, it's true that in many European places, religious people (especially belonging to religions that don't have a reputation for being underdogs in the region and/or conservative and/or authoritarian ones) have become deemed as 'acceptable targets' lately, while other groups that used to be considered acceptable targets have become or are becoming unacceptable targets (e.g. various anti-conservative, countercultural, non-mainstream etc. groups)....
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  • Actually no, they are often linked to significant rules in systems that are narrative-oriented, such as classification of what counts as acceptable and what doesn't based on the impact it has on the narrative, the probability that it occurs (e.g. a Secret that complicated your life only when you roll 6 or less on 3d6 and if you don't spend a point on changing the roll result), or dramatic editing powers that have a specific cooldown and specific rules of application ('only while masked', 'only while heavy music is playing', 'only to get an opportunity to Take a Third Option' etc.). Someone with...
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  • I've encountered cases of simulationism without use of game rules and dice (e.g. when the players study the sorts of engines available in a setting and try to extrapolate what sorts of spaceships that results in being possible, making designs etc.), and I've read some examples of narrative that relies on rules a lot, e.g. when a resisting or not resisting a flaw can drastically change the narrative outcome.

    Example for the latter, obviously not from WoD/ST (after all, WoD/ST is not as narrative-oriented as FATE Core):

    In a session of Hearts of Steel, Landon comes back
    ...
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  • Could you elaborate?
    I have plenty of simulationist involvement of players 'beyond the dice throws' in social and mental situations. And as a player, social-wise, I've been in a lot of diceless social situations, but none of them have been narrative so far. (Yeah, you can tell that I haven't played indie-style games, even though I'm not dead-set on only playing traditional ones.)...
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  • Simulationist systems seem to be better at providing emergent stories. Where a battle is won or lost because of a nail, as opposed to by fiat. They also support foreshadowing in a more naturalistic, less fiat-based manner.

    It is, of course, a matter of taste and preferences.
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vicky_molokh
vicky_molokh
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Last Activity: Today, 05:26 AM
Joined: 10-31-2016
Location: Kyïv, Ukraine
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