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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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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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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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I tend just to add a level of difficulty to physical roles. Simple really.
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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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I’ll throw in my two cents, another vote against pregnancy rules. If a character is pregnant, it should be part of a role playing plot line that the player wants their character involved in, so it should be handled through role playing. Dice mechanics aren’t necessary.
Some days you just get a headache. Why? Who knows, but it happens to everybody sometimes. We don’t need a Stamina roll every day to see if your character has some random ailment with some minor penalty, though doing so might be realistic in a sense.
But it might be interesting to say that your character has the sniffles today, there need be no mechanical penalties. Likewise, if a pregnant character’s player wants her to have morning sickness that day, the character can complain about feeling nauseated. Maybe even throw up after the fight. Not because of a roll, but as part of role playing the character, because it would be fun and flavorful.
The only pregnancy I’ve even seen in table top gaming happened during down time, which you would expect for a woman involved in physically strenuous life threatening activities to take a break if they get pregnant.
I’ve not been pregnant, but my wife has on several occasions and I’ve seen, and had described to me, her symptoms often.
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My two cents:
I wouldn't mind a supplement that deals with pregnancy. However, I would have a few stipulations:
1. The supplement shouldn't be about pregnancy; to the extent that pregnancy is addressed, it should be within some wider context; say, a more in-depth look at Child Mages, and finding some way to stay reasonably true to the official source material about them while fixing some of the more problematic elements such as the assertion that everyone starts out Awakened, but most are forced into Sleep sometime around their birth. (We've haggled over this issue before, so I'm not going to get into it again; I bring it up merely as an illustration of what sort of supplement might make sense to include material about pregnancy in.)
2. Whoever writes it should either be an expert, or have an expert on tap, about whatever that larger context of the book is.
3. Make it a STV supplement, so that it is inherently unofficial.
4. Several games and supplements that I've seen lately have included a section about techniques for letting gamers who are uncomfortable with the course that the story is taking to do something about it. Things like forcing a “fade to black” when a scene is getting too graphic for their comfort, or a “rewind” when the plot takes a twist that's traumatizing to the player. Something like that should at least be considered for the hypothetical supplement that I'm envisioning; and even if it doesn't make the cut, there should at least be a frank discussion about understanding and respecting the boundaries of your fellow gamers: something like the aforementioned player's experience with a forced pregnancy and forced abortion should be pointed to as an example of what what not to do.
5. 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.)
6. I could see some game systems to help reflect what it's like to be pregnant, for use after the player and Storyteller mutually agree to go ahead. On the one hand, I'd want them to be fairly basic (because, as I said, this sort of thing shouldn't be the focus of the book); but on the other hand, I'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.
That last bit was inspired in part by what Chronicles of Darkness did when they shifted from their first edition to their second edition: specifically, Flaws (a game system inherited from World of Darkness, though changes mechanically from a one-time point discount to an ongoing source of xp) were part of the original “new World of Darkness”, albeit a part that went largely ignored by most (to the point that while they were developing the second edition, I pointed them out to one of the developers, and he admitted that he had forgotten that they were there). Flaws aren't in the second edition; instead, you have Persistent Conditions, which do the same thing but are presented differently. That's the sort of shift in perspective that I'm thinking about.
7. 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”. monteparnas is right about that: especially when 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.)
And again, if it's something like a Child Mages supplement, all of the above would form no more than part of one chapter, with the other part of that chapter dealing with the pregnancy from the perspective of the still developing child-to-be, and the chapter ending with how to handle birth. And then you get to the rest of the book, with the next chapters dealing with infancy, toddlers, and more generally early child development — and how being Awake would factor in. One thing I'd like to see addressed would be the question of exactly when the child has developed sufficient mental facilities to be a playable character, and how to roleplay someone who is so young — especially with Magick in the mix.
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Originally posted by CaptOtter View Post...but I'm assuming that you used it as support for your point based on the notion that it was popular enough and a well-populated enough WoD game that its player base constitutes a statistically significant sample group from which to make larger sweeping declarations about the fanbase as a whole.
I'm not sure whether this is satisfying to you, but please don't let me stop you from moving on.
You continue to come at this under a presumption that those disagreeing with you are disagreeing with the broad concept of pregnancy in RPGs, not the specifics we're talking about.
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Originally posted by CaptOtter View PostThe further fact that the topic of rules for pregnancy in RPGs is obviously not categorically offensive or totally out there to gamers that can become pregnant, tells me this is not absurd.
"My first suggestion, of course, is to decide on the rules with the group."
My first suggestion, of course, is to decide on the rules with the group.My first suggestion, of course, is to decide on the rules with the group.
What you missed here is that we didn't disagree with everything you thought. We disagree with the idea of official rules.
A lot of my games had pregnancies happening. A lot of my players decided their characters would go through it or their partner would. It happened in D&D, WoD, L5R, 3D&T and other systems. Sometimes we did fine without rules. Sometimes I made rules after talking with my players.
But we never had or wanted official rules. You can, as she said in the article, look for rules elsewhere if you need. You need rules that do what your table needs them to do, and that is a degree of customization far beyond reason in official rulebooks.
Official rules are a problem. They inform starting points, they foment behaviors, they precede and sometimes preclude agency. And this thread started by asking after official rules.
Non-official rules or rules made on the fly are ok, and I asked LastCourier why the need precisely to offer an adequate, customized advice.
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Originally posted by Heavy Arms View PostEh, it mostly just comes off as CYA after getting called out:
A: "If you talked to women you'd agree with me!"
B: "I am a woman..."
C: "I totally talked to women about this."
A: "Um.. I talked to lots of women that absolutely agree with everything I said esp. anything around C being offensive."
It's not really much of allaying feelings of your posts being less that well reasoned.
Originally posted by Heavy Arms View PostGreat, so, what's your revised position then so we can move on?
With regard to the issue of why there is no mention of pregnancy rules in WoD in the first place, I started off very sure that reason there weren't pregnancy rules in there was because the overwhelming majority of the devs back in the day were young white guys, and pregnancy just wasn't something that they thought about very often or at all, and that therefore it was the product of an implicit cis male bias. I'm prepared to concede that argument. I still think that my former take is plausible, but after your New Brenan anecdote, I'm more prepared to believe that the devs thought about it and made the deliberate creative choice to steer clear. I also thought more about the fact that the first gameline was vampire, and was the template for the other games (like, I'm sure a lot of the systems and drama language was just copy/pasted,) so the fact that vampires cannot get pregnant set up an assumption that could easily have just carried forward into every other WoD game.
With regard to my larger ideological position (i.e., that this is a potentially interesting and rewarding thing to roleplay; that people need to ultimately do what's right for their table; that player consent is important, and that for that consent to be meaningful it needs to be informed--i.e., the rules must be stated on the front end; all the principled positions) the fact that I formed my opinion based on consultation with people in a position to be aggrieved or not by a bad take, makes it unlikely I was going to be convinced otherwise. The further fact that the topic of rules for pregnancy in RPGs is obviously not categorically offensive or totally out there to gamers that can become pregnant, tells me this is not absurd.
I'm not sure whether this is satisfying to you, but please don't let me stop you from moving on.
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Originally posted by CaptOtter View PostJust to be clear, do you think I'm proposing that there should be a rule for determining whether or when a character becomes pregnant?
Because, just so you know, pregnancies vary to the extreme. Some women start feeling weak 2 weeks after conception and are basically bedridden from then on, with pain, nausea and several other symptoms in an ever evolving biological nightmare. Some go through the whole process without even noticing, they don't feel pain, don't have a noticeable gain in weight, don't suffer complications despite continuing their normal physical activities, and the baby comes out as easy as going to the bathroom.
Originally posted by CaptOtter View PostI wasn't ignoring what you've posted, and explicitly acknowledged that you'd weighed in
I'm not holding that against you, it is just a trick for using forums.
Originally posted by CaptOtter View PostI'm sorry, but I don't understand what you mean by 'no other decision comes after them.'
Originally posted by CaptOtter View PostI've run my posts by, and shown this thread to, a handful of women a number of times both before and after I've post
Originally posted by CaptOtter View Postthere should be rules and thought around it
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Originally posted by CaptOtter View PostIf you think the position is so absurd that you're acquitting yourself well by being deliberate flippant, but rather than just saying that and moving on (and allowing my patently absurd comments to stand as a monument to my inanity or whatever), you instead decide that you're going to engage in the discussion for sole purpose of trying to dunk on people, or otherwise for sport, you're basically going out of your way to waste my time. Stop wasting my time.
Also, this is a forum about playing pretend fun games. It's an exceedingly frivolous endeavor in any honest estimation of the world, that only has merit due to our mental amusement at it. Or in other words, we're basically here to "waste" our time on things that basically don't matter because it's still fun. I can't force you to read or respond to my posts, that's an active choice you're making to do with your time. You can always ignore me if you think it would be a waste of your time to engage with me.
So, I'm left to conclude that you want to engage with me, and thus I'm not actually wasting your time within the context of why we're here, and this is just more ad hominem argumentation to get away from the actual points at hand.
I'm sorry, but I don't understand what you mean by 'no other decision comes after them.' There are plenty of rules that people don't play with, or they use modified versions of in their home games. I've never played a werewolf game where we used 'animal magnetism' because everyone tends to agree it's a gross, rape-y power. Similarly every WoD game I've ever played with my core group of friends has included a single reflexive dodge during combat. There rules are the starting point, but then we departed from the rules as written in these specific ways.
That's the result of a learning process, that takes time for most people to develop. The vast majority of players just do what the books say, or what someone they trust to say what the books say says. Some of that is a lack of interest in learning rules, but more is because people need experience before they get to the "always be tinkering" mentality of reading a RPG book.
Mind you, I'm not citing this as an appeal to authority in support of my position of being absolutely correct, but rather to rebut the implication that this is all just my male ipse dixit, and that I haven't done any work of running this by members of the actual class of person who has standing to be personally aggrieved.
A: "If you talked to women you'd agree with me!"
B: "I am a woman..."
C: "I totally talked to women about this."
A: "Um.. I talked to lots of women that absolutely agree with everything I said esp. anything around C being offensive."
It's not really much of allaying feelings of your posts being less that well reasoned.
This is the probably the most persuasive thing I've seen on the matter so far; the fact that his has basically been play tested at scale and proved unpopular.
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Originally posted by Heavy Arms View PostI'm being flippant to highlight the absurdity of your argumentation.
Originally posted by monteparnas View PostThe first function of a rule is to take agency out of the player's hands and put it on the dice. That's why you say that you shot at, not that you hit it.
Originally posted by monteparnas View PostThanks for ignoring previous posters.
Originally posted by monteparnas View PostBut like it or not, rules are normative positions. They are the default, the starting point. No other decision comes after them, not even the decision of not using them. Here lies the danger.
Originally posted by Heavy Arms View PostI showed this thread to my mother yesterday. I'm pretty sure she's been pregnant... more than once even... even if she's not right now.
I'd have no problem showing it to any of my pregnant gaming friends, or ones that were or will or might be.Originally posted by monteparnas View PostHave you [talk to someone who has been pregant]? Because I have.
Originally posted by Heavy Arms View PostThe attempt to put in pregnancy rules on the old New Bremen chat went over like a lead balloon... even as a lot of players went through pregnancy in character because the nature of persistent chats like NB and those that followed put more stress on the daily lives of characters and offers more time to dedicate to things that come up far less frequently when it's just a few friends gathering for a couple hours and focus more on adventures or narrative plots.
NB was run by someone that worked on WoD books back in the day and even had developer credits, and couldn't come up with something that anyone wanted to use instead of just letting people play out pregnancies how they wanted with the ST team adjudicating pregnancy related rules calls ad hoc.
Pregnancy rules (mostly for kinfolk) in the big WtA LARP groups were highly contentious back in the day as well, for the same reasons.
Official (within those organizations rather than from the books) rules applying to communities of hundreds didn't have any notable positive impact, and a lot of negative ones.
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I'll add only that Werewolf: the Apocalypse has some problematic features that are tied to the semi-hereditary nature of the Garou. When Werewolf: the Forsaken was written, it initially handled things the same way (i.e., werewolves are children of werewolves, meaning that for there to be additional generations of werewolves, werewolves had to have sex with humans or, in WtA, sometimes with wolves, and they then had to raise families complicated by the fact that werewolves and their Rage issues were involved, which all has strong overtones of abusive relationships); when the opportunity to write a second edition of Forsaken presented itself, they took that opportunity to shift the burden from “kinfolk being children of werewolves” to “kinfolk being children of kinfolk”, allowing all of the problematic elements involving werewolves being involved in matters of sex and pregnancy to be more easily bypassed — that is, it took those issues from being an “opt out” thing (“these things happen all the time; but if you don't want to deal with it, you can choose not to deal with it”) to an “opt in” thing (“these things might happen occasionally; so if you want to deal with it, you can choose to deal with it”).
Unfortunately, the issue is too deeply rooted in Werewolf: the Apocalypse at this point for that game to make a similar course correction. The devs for WtA are stuck with attempting to make the best of a bad situation; and I don't envy them.
All that is to say that I wouldn't be looking to WtA as a “role model” for how to handle matters of sex and pregnancy; I'd be more inclined to view it as a cautionary tale.
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