First caveat: I don't ascribe to the Big Model theory of roleplaying games.
Second caveat: Of the three Creative Agendas, Simulationism is the one I understand the least.
My first response to Luke's above statement was to question why counting every roll toward advancement would be indicative of Simulationist play. I can't even decide if a system that was more-Sim would have more- or less-involved rules for tracking skill advancement.
Lately, I have been thinking about Simulationism because I've been trying to critique some recent Dungeons & Dragons 4th Edition sessions in which I have played. In 4th Edition, the environment no longer opposes the characters. Things like tracking a monster through the wilderness or having to forage for food have given way to other focuses. Certain skills, like those for crafts and professions, are absent. Persistent conditions, like disease and even hit-point loss, have been minimized. As I would not characterize these removed elements as Narrativist, I have to categorize them as Simulationist (most would agree the new D&D exemplifies focused Gamist design).
I see Burning Wheel as containing many of these "Simulationist" elements. A broad range of skills, painful wound recovery rules, Get a Job!, the lifepaths: all of these indicate to me a kind of Sim-focused experience. Even BITs, which direct character behavior, could be understood as Simulationist (although, I could be misconstruing Simulationist as referring to a kind of simulation).
In this post, Thor points out some ways in which Burning Wheel is not Simulationist. On the forum, Luke says all the time that Burning Wheel should revolve around what the players find interesting, rather than--as some games do--trying to embody characters who have disparate interests from the players. A person in the Burning Wheel world likely would choose to stay home where it's safe rather than go out on an adventure or risk her life challenging the status quo. But that makes for a poor RPG session. This engagement of the player seems to be a hallmark of why Burning Wheel is not a Simulationist roleplaying game.
I'm not offering any answers here, but I am curious to get other people's opinions on this topic. I believe the transparency of Burning Wheel's mechanics also strongly contribute to it not being a Simulationist game. Anyone care to offer an opinion on the subject? Do people feel Burning Wheel pushes a Creative Agenda? If so, why? Has anyone had success with Simulationist Burning-Wheel play or is this antithetical to the design? I'm hoping to use this thread to better understand what people mean when they talk about Simulationism.
(I put this in Practicals but if this discussion is better suited to another sub-forum please move the thread.)


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