I think you've got the 3rd ed. vs 4e debate pretty much nailed. Even if hit points didn't make a lot of sense, they were a simple way to say "you're dead".
Simulation vs. Cinematic is a pretty easy situation to read in rules, but I think how much we like the games we play are more based on HOW those rules are interpreted and that is more subtle than simple rules. All D&D rules imply relatively simple stories: kill monsters, get loot, be a hero. The rules don't say that but that is how they are easiest to use. ShadowRun has a different basic story idea: get the job, do your homework, something goes wrong, you get betrayed. The rules of ShadowRun support this idea, with extensive rules for realistically tracking down information and dealing with the law since you are a criminal.
Both ShadowRun and D&D 1-3 are simulation-ist, even if ShadowRun is a little more hard-core on this end, so what is the real difference? I would say it is story complexity. ShadowRun doesn't allow you to take matters for granted, even if they are routine for your characters. Every run needs legwork. You could play ShadowRun as a SWAT team and D&D as political intrigue backstabbing extravaganza but you would at least ignore significant amounts of the rules in both cases just from lack of use.
Greg, I'd like to hear your views on the basic difference between a D&D style (simulation or cinematic) and your average angst fueled World of Darkness game or criminal underground ShadowRun game. Do you see this as a story difference supported by the rules or as just a matter of players?
Simulation vs. Cinematic is a pretty easy situation to read in rules, but I think how much we like the games we play are more based on HOW those rules are interpreted and that is more subtle than simple rules. All D&D rules imply relatively simple stories: kill monsters, get loot, be a hero. The rules don't say that but that is how they are easiest to use. ShadowRun has a different basic story idea: get the job, do your homework, something goes wrong, you get betrayed. The rules of ShadowRun support this idea, with extensive rules for realistically tracking down information and dealing with the law since you are a criminal.
Both ShadowRun and D&D 1-3 are simulation-ist, even if ShadowRun is a little more hard-core on this end, so what is the real difference? I would say it is story complexity. ShadowRun doesn't allow you to take matters for granted, even if they are routine for your characters. Every run needs legwork. You could play ShadowRun as a SWAT team and D&D as political intrigue backstabbing extravaganza but you would at least ignore significant amounts of the rules in both cases just from lack of use.
Greg, I'd like to hear your views on the basic difference between a D&D style (simulation or cinematic) and your average angst fueled World of Darkness game or criminal underground ShadowRun game. Do you see this as a story difference supported by the rules or as just a matter of players?