I'm not arguing for or against Simulationism either. I'm simply making the point that Simulationism and complexity far from being anti-freedom tends to correlate with more freedom than A>B if A1armies=0. Most of the 'glorified risk' games are not free, you can't do anything beyond grow econ or grow military to even ask as I have on a number of occasions for the freedom to do something unusual is balked at because it adds complexity.
The desire to retain player freedom through having minimal rules is a slavery all of its own because it stilts NESing evolution which is player derived. Take Isrealites NES (I'm going to be one very pissed of fellow Jew if he doesn't get back soon and mods

) as an example, initially he had grave misgivings about my formation of companies and didn't wish to simulate them via the rules thereby limiting my freedom to act beyond saying 'I have formed groups A-E' he relented and gave me a significant boost in my freedom to play by giving me something to work within. Sure it was restrictive in the sense of quantifying something previously unquantified but it added freedom by allowing me to use my companies. To me it conferred freedom on me as a player in much the same way as a constitution does, by spelling out expressly what I can and cannot do. I was no longer subject to the arbitrary judgments of mods with regards to my express right to exercise the freedom - ie. to have a company - and while I was still subject to mod judgment I was subject only insofar as my actions complied with the rules.
In simple rule-sets your quite often completely at the mercy of the mod 'binding with briars, my joys and desires' as it were. On the one hand you have freedom defined by the mod and subject to all its inherent problems, on the other hand you have freedom expressly enshrined in the constitution of the game ie. the rules. Both have their pitfalls I'll grant.
You also have to realize that despite having simple rules, most of the NESs being questioned here have updates that could be expressed as A>B because A1army=3 B1army=2 you would probably gain more information that way. For all the freedom in the world your still stuck with the inescapable fact that all this much vaunted freedom is seldom used - notable exceptions aside.
Thlayli said:
So, as you said, Simulationist players are less free than players playing "glorified risk," by this meaning some type of Arcader, game. The more "real" it is, the less "free" it is. That's simply the tradeoff that Simulationism makes. And to a certain extent, it is a good one.
Refer to above. I don't see the trade-off complexity as being a pure drain on freedom if anything it can sharpen it and expand it in other directions while it recedes on others.
Thlayli said:
Additionally, it is a grave mistake to equate simple rules with lack of complexity. Certain NESes, like N3S III for example, are VERY complex while retaining a very simple rule structure. That is how Storyism works: It reserves complexity for the narrative.
I did nothing of the sort. "
I'm not laying into NESs with few rules [I'm running probably the most anarchistic NES going at this moment] like LINES which almost always ends up in amusing situations [I don't count that as a 'glorified risk game' as a note]" would seem to be a fair attempt at differentiation. Also note that my primary thrust here has always been aimed not at those with few rules, but those who with few rules and no real freedom when A>B if A1armies=0 is appropriate. LINES and N3S could not be distilled down to A>B if A1armies=0 except as a really gross perversion of what it is they are ie. narrative driven, this is not an attack of storyism.