QUOTE (phlapjack77 @ Jul 22 2013, 12:48 AM)

It's like pulling teeth, getting more than one or two sentences out of you (short sentences, at that). Do you get paid by the word when you write on forums or something?

What do you feel is a "more gamist" rule then? What rules do you feel don't accurately model the SR world? What rules break your suspension-of-disbelief?
Heh. I can be a little terse sometimes, yeah - largely because if I don't reign it in, the walls of text can get nuts.
I actually find it to be more of a problem when a simulationist rule sets out to model the wrong thing - often times, simulationist players (and simulationist designers, for that matter) can set out to model something that's based on a false notion of reality. More simulationist melee rules run into this all the time, for example, where someone does it by how they think it works (like, say, giving someone a disadvantage for having a wall at their back) when in fact it works in a different way (in reality, having a wall at your back can be a big advantage in a fight and especially in a multiple-attacker situation, because you have half the area to monitor, know for certain that there's no one behind you, can brace against it for various advantages - the problem is if you stay there, but that's got more to do with the fact that you want to keep moving at all times for various reasons). If I needed to have a set of criteria for judging the level of simulationism and gamism, this would be a likely start to a first draft.
Simulationism:
- Does the rule set out to model some aspect of reality, or perceived reality?
- Does the rule have the granularity to account for the variances seen in reality?
- Does it avoid strange and unrealistic results?
Gamism:
- Does the rule set out to increase player agency?
- Does the rule set out to preserve game balance?
- Does it solve preexisting game problems?
None of these, as you might note, are mutually exclusive. This is because these are two tangentially related but largely uncorrelated descriptors, and it gets pretty difficult for something to be purely one and not at all the other unless it directly contradicts reality or has a purely negative game impact.