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You can understand simulationism just fine in the context of creative decisions in play. The frame is the creation of a "realistic" (in the sense of having versimilitude, though it may have non-real-world aspects or be built around genre rules and not act by real-world rules) world and setting by the gamemaster and of similarly "realistic" characters by ...


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Genre-focused simulation; the system might be Vampire: the Masquerade, Cyberpunk 2.0.2.0, or Call of Cthulhu: The central choices come from the selection of genre and setting elements to incorporate or reject as made manifest through character choices (for players) or adventure elements (for game masters). The decisions are relevant because if the selections ...



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