I think a character should be able to get pregnant if her player (and the father’s player) wants that, but I don’t think there should be official pregnancy rules for the reasons everybody else said.
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Originally posted by Dataweaver View PostMy two cents[.]
Originally posted by Dataweaver View Post5. Related to this, no explicit “pregnancy check” rules. Pregnancy only occurs when the player and Storyteller agree to it. The closest you should ever come to this would be to point out that Life Magick can be used to promote fertility or barrenness, but that even that should be subject to player and Storyteller veto. (This is where the sorts of techniques I referred to earlier might come in handy, with a Rewind letting everyone backtrack to before the spell was cast and to come up with some alternate course of events.)
Originally posted by Dataweaver View PostI'd appreciate it if they would take pains not to treat pregnancy as some sort of Flaw, or other inherently negative trait. Just musing here for the moment; but maybe it could be framed as working through a creative process, where the creation is a new human life. And instead of talking about the penalties of having a swollen belly, for instance, talk about the effort that's directed by the mother toward bringing the child to term.
Originally posted by Dataweaver View Post7. Focus on what sorts of stories can be told. Whatever mechanics are introduced should be presented in the context of enabling the story, not as a “reality simulator” . . . . [W]hen dealing with the Storyteller System, the goal shouldn't be simulation; it should be drama. (I wouldn't quite go so far as to say that simulationist games are inherently bad design; if a gaming group likes simulations, I'm not going to tell them they're wrong to like it. But if your goal is a “drama engine”, then simulationism is definitely out.)
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The problem with simulationism in RPG is that it is inherently a fallacy, and not understanding this tends to lead to several problems down the road.
It is a fallacy because not only no system can really be accurate about reality, but also and even more because the system never actually tries to simulate reality, but instead to simulate someone's expectations about reality. In the end it is not about realism as people understand it, but about verisimilitude. Here is the fallacy: you have the impression of an objective quality, but this quality is actually subjective, because people have distinct expectations about reality.
From a design perspective Simulationism have been dropped out of this understanding. It is not about ignoring that people sometimes want to experience simulation, but that offering this experience is inherently different from actually creating a simulation, instead involving the identification of the expectations of those people to create an experience they'll enjoy.
And in the end this is also a form of drama. One of the things we must deconstruct is the idea that drama or interpretation is something dissociated from rules or from mathematics and dice-rolling. Those are all tools for drama, and a story can deliver drama and emotion in many ways without giving the impression of being theatrical. After all, a roll to decide if you hit an attack, for example, is inherently a dramatic moment as you hang on the dice to figure out what will happen next, with character's lives, possessions and decisions on the line.
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Even the creator of GNS theory, which popularized "simulationism" in game design discussions, was clear that he meant it as emulation of a fictional world via rules, not a real world simulation mentality, even if some games are very close to each other in that regard. The goal of that concept (which even he has disregarded at this point) was to categorize a way of thinking about mechanics where the rules create an experience that feels true to a described reality with the presumption that experience will facilitate fun via exploration based play.
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