138:
25:
343:
717:(developed by self-identified Simulationists who "didn't really understand any other style of player besides their own") "uplifted" Simulation, Edwards' GNS theory "trumpets" its definition of Narrativism. According to him, Edwards' view of Simulationism as "'a form of retreat, denial, and defense against the responsibilities of either Gamism or Narrativism'" and characterization of Gamism as "being more akin to
511:
Simulationist players consider their characters independent entities, and behave accordingly; they may be reluctant to have their character act on the basis of out-of-character information. Similar to the distinction between actor and character in a film or play, character generation and the modeling
430:
In his article "System Does Matter", which was first posted to the website Gaming
Outpost in July 1999, Ron Edwards wrote that all RPG players have one of three mutually-exclusive perspectives. According to Edwards, enjoyable RPGs focus on one perspective and a common error in RPG design is to try to
709:
in 1999, which identified four player types and eight "core values" (instead of the three predicted by the GNS theory) and found that these are neither exclusive, nor strongly correlated with particular game systems. Gleichman concludes that the GNS theory is "logically flawed", "fails completely in
704:
over other concerns, and assumes "without reason" that there are only three possible goals in all of role-playing. Combined with the principles outlined in "System Does Matter", this produces a new definition of RPG, in which its traditional components (challenge, story, consistency) are mutually
471:
These decisions are most common in games pitting characters against successively-tougher challenges and opponents, and may not consider why the characters are facing them in the first place. Gamist RPG design emphasizes parity; all player characters should be equally strong and capable of dealing
528:
Simulationism maintains a self-contained universe operating independent of player will; events unfold according to internal rules. Combat may be broken down into discrete, semi-randomised steps for modeling attack skill, weapon weight, defense checks, armor, body parts and damage potential. Some
498:
This has two major effects. Characters usually change and develop over time, and attempts to impose a fixed storyline are impossible or counterproductive. Moments of drama (the characters' inner conflict) make player responses difficult to predict, and the consequences of such choices cannot be
507:
Simulationism is a playing style recreating, or inspired by, a genre or source. Its major concerns are internal consistency, analysis of cause and effect and informed speculation. Characterized by physical interaction and details of setting, simulationism shares with narrativism a concern for
494:
Narrativism relies on outlining (or developing) character motives, placing characters into situations where those motives conflict and making their decisions the driving force. For example, a samurai sworn to honor and obey his lord might be tested when directed to fight his rebellious son; a
405:
beyond role-playing games. Analysis centers on how player behavior fits the above parameters of engagement and how these preferences shape the content and direction of a game. GNS theory is used by game designers to dissect the elements which attract players to certain types of games.
475:
Combat and diversified options for short-term problem solving (for example, lists of specific spells or combat techniques) are frequently emphasized. Randomization provides a gamble, allowing players to risk more for higher stakes rather than modelling probability. Examples include
778:, and everything else that makes up a good story" to the Narrativist priorities list. She concludes that rather than being a practical guide, GNS is more useful for explaining the general ideas of role-playing and especially "for understanding how gamers behave".
559:'s three forms of task resolution which determine the outcome of an event. According to Edwards, an RPG should use a task-resolution system (or combination of systems) most appropriate for that game's GNS perspective. The task-resolution forms are:
435:
from large developers. Edwards connected GNS theory to game design, which helped to popularize the theory. On
December 2, 2005, Edwards closed the forums on the Forge about GNS theory, saying that they had outlived their usefulness.
687:
Brian
Gleichman, a self-identified Gamist whose works Edwards cited in his examination of Gamism, wrote an extensive critique of the GNS theory and the Big Model. He states that although any RPG intuitively contains elements of
426:
of role-playing. The name "Threefold Model" was coined in a 1997 post by Mary Kuhner outlining the theory. Kuhner posited the main ideas for theory on Usenet, and John H. Kim later organized the discussion and helped it grow.
758:. While she finds many of its "elaborations and add-ons that accreted over the years... less than useful", she suggests that the "core concepts of GNS can be helpful in elucidating some aspects of , ranging from
398:
work. Focused on player behavior, in GNS theory participants in role-playing games organize their interactions around three categories of engagement: Gamism, Narrativism and
Simulation.
793:
are largely narrativist", while "the mainstream games... tend toward simulationist on average", and cautiously concluded that this "makes you think that
Edwards was on to something".
705:
exclusive, and any game system that mixes them is labeled as "incoherent" and thus inferior to the "coherent" ones. To disprove this, Gleichman cites a survey conducted by
611:
Edwards has said that he changed the name of the
Threefold Model's "drama" type to "narrativism" in GNS theory to avoid confusion with the "drama" task-resolution system.
495:
compassionate doctor might have his charity tested by an enemy soldier under his care; or a student might have to decide whether to help her best friend cheat on an exam.
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minimized. Revisiting character motives or underlying emotional themes often leads to escalation: asking variations of the same "question" at higher intensity levels.
515:
Many simulationist RPGs encourage illusionism (manipulation of in-game probability and environmental data to point to predefined conclusions) to create a story.
804:, has said that "the model is obsolete," and discussed that trying to fit play into the boxes provided by the model may contribute to misunderstanding it.
762:
to the disputes that arise between players". A self-identified
Narrativist, Brennan finds Edwards' definition of said creative agenda ("exploration of
1158:
710:
its effort to define or model RPGs as most people think of them", and "will produce something that is basically another type of game completely".
785:) drew parallels between three of his contemporary commercial categories of RPG products and the three basic categories of GNS. He posited that "
1023:
907:
741:, "actually failed to support Narrativism as a whole, instead focusing on a single Narrativist theme", and have had no commercial success.
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attitude surrounding the narrow GNS definition of narrative role-playing, which attributes enjoyment of any incompatible play-style to "'
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I might as well get this over with now: the phrase "Role-playing games are not about winning" is the most widespread example of
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525:, using illusionism to craft grisly fates for the players' characters and maintain consistency with the source material.
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character backgrounds, personality traits and motives to model cause and effect in the intellectual and physical realms.
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Decides based on what they want for their character, retrospectively explaining why their character made a decision
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68:
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simulationist RPGs explore different aspects of their source material, and may have no concern for realism;
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Decides based on what they want for their character, without explaining why their character made a decision
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42:
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A gamist makes decisions to satisfy predefined goals in the face of adversity: to win. Edwards wrote,
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use a somewhat-realistic core system which can be modified with sourcebooks or special rules.
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Participants decide the results, with plot requirements the determining factor (for example,
1304:"Advanced Designers & Dragons #56: 31 Short Essays About Roleplaying History, Part Two"
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Makes decisions affecting the environment instead of a character (usually represented by a
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It details four stances the player may take in making decisions for their character:
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in summer 1997. The
Threefold Model defined drama, simulation and game as three
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statistics comparison. Jenna K. Moran's work frequently takes inspiration from
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in the hobby. Potential Gamist responses, and I think appropriately, include:
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The theory focuses on player interaction rather than statistics, encompassing
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reviews the GNS theory in the eponymous chapter of her 2017 non-fiction book
751:
729:'". Lastly, Gleichman states that most games rooted in the GNS theory, e.g.
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include all three types. His article could be seen as a warning against
800:, contributor to GNS theory, and developer of many role-playing games,
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24:
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603:
Game classification § Classification by causes of uncertainty
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recreates the horror and humanity's cosmic insignificance in the
1308:
419:
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The role-playing game historian
Shannon Appelcline (author of
418:
idea, from discussions on the rec.games.frp.advocacy group on
540:
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of skill growth and proficiency can be complex and detailed.
483:
1260:"Why RPG Theory has a Bad Rep - Part IV: The Fading of GNS"
689:
893:
891:
1289:
Dice Tales: Essays on
Roleplaying Games and Storytelling
1123:
1121:
888:
1212:"Why RPG Theory has a Bad Rep - Part I: The Threefold"
1229:
656:
Decides based on what their character wants and knows
614:
GNS theory identifies five elements of role-playing:
1251:
1203:
1118:
1389:"A Look at Gamist-Narrativist-Simulationist Theory"
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952:
49:. Unsourced material may be challenged and removed.
1007:
1177:
1092:
1396:
1066:
1037:
983:
981:
584:A fixed value decides the results (for example,
1186:"Flaws of GNS - Part IV: Conflict with Reality"
921:
862:
578:Chance decides the results (for example, dice).
1383:"GNS and Other Matters of Role-playing Theory"
1295:
1130:"Why RPG Theory has a Bad Rep - Part II: GNS"
978:
364:
839:
837:
835:
833:
1323:
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386:is an informal field of study developed by
1301:
1101:"Flaws of GNS - Part III: Plan Meets Need"
961:"Farewell to the forum, but not to theory"
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1127:
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927:
830:
535:, for example, emulates cartoon hijinks.
467:"C'mon, let's play without these morons."
109:Learn how and when to remove this message
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1147:
1283:
1013:
987:
958:
897:
713:Gleichman also states that just as the
1397:
1184:Gleichman, Brian (21 September 2009).
1099:Gleichman, Brian (18 September 2009).
1073:Gleichman, Brian (16 September 2009).
1047:Gleichman, Brian (23 September 2009).
1329:
1258:Gleichman, Brian (2 February 2009).
1210:Gleichman, Brian (29 January 2009).
1128:Gleichman, Brian (29 January 2009).
1049:"Flaws of GNS - Part VI: Conclusion"
645:Determines how in-game events unfold
47:adding citations to reliable sources
18:
1075:"Flaws of GNS - Part I: The Appeal"
868:
390:which attempts to create a unified
342:
13:
595:software development methodologies
14:
1421:
1376:
869:Kim, John H. (14 February 2003).
433:generic role-playing game systems
1014:Edwards, Ron (29 January 2004).
959:Edwards, Ron (2 December 2005).
898:Edwards, Ron (28 January 2004).
502:
341:
23:
1236:Gleichman, Brian (April 2006).
814:Bartle taxonomy of player types
414:GNS theory was inspired by the
34:needs additional citations for
928:Anonymous (15 November 2003).
550:
489:
1:
1405:Role-playing game terminology
824:
1302:Appelcline, Shannon (2021).
988:Edwards, Ron (4 June 2003).
844:Appelcline, Shannon (2011).
682:
627:Details providing atmosphere
7:
1238:"Comments on the GNS Model"
807:
721:" than to RPGs, reveals an
463:(upon winning) "I win," and
10:
1426:
1159:"Breakdown of RPG Players"
633:Location in space and time
607:Diceless role-playing game
600:
439:
409:
871:"The Threefold Model FAQ"
796:Noted participant of the
537:Role-playing game systems
486:and most computer games.
444:
1332:""Moving on from 'GNS'""
1264:Whitehall ParaIndustries
1216:Whitehall ParaIndustries
1190:Whitehall ParaIndustries
1134:Whitehall ParaIndustries
1105:Whitehall ParaIndustries
1079:Whitehall ParaIndustries
1053:Whitehall ParaIndustries
1016:"Narrativism: Story Now"
747:Legend of the Five Rings
555:GNS theory incorporates
16:Role-playing game theory
1330:Baker, Vincent (2015).
848:. Mongoose Publishing.
846:Designers & Dragons
789:are largely gamist and
783:Designers & Dragons
766:") too narrow, adding "
696:, and self-consistent
469:
930:"Does System Matter?"
768:character development
569:Houses of the Blooded
451:
1157:(15 November 2003).
990:"Gamism: Step On Up"
900:"System Does Matter"
738:Dogs in the Vineyard
707:Wizards of the Coast
479:Magic: The Gathering
281:Non-player character
43:improve this article
744:Fantasy author and
732:My Life with Master
124:Part of a series on
1391:by Nathan Jennings
1165:on 29 October 2020
621:A fictional person
396:role-playing games
189:Character creation
130:Role-playing games
1359:External link in
1291:. Book View Cafe.
1155:Reynolds, Sean K.
940:on 28 August 2005
855:978-1-907702-58-7
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1161:. Archived from
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1287:(2017). "GNS".
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1377:External links
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54:Find sources:
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32:This article
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1410:Game studies
1340:. Retrieved
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1315:21 September
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1163:the original
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938:the original
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911:. Retrieved
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819:Gamification
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58:"GNS theory"
53:
41:Please help
36:verification
33:
1169:24 February
1024:Adept Press
908:Adept Press
791:indie games
776:plot twists
774:, exciting
760:game design
719:board games
639:The dilemma
582:Karma/fate:
551:Terminology
490:Narrativism
403:game design
388:Ron Edwards
347:WikiProject
311:Production
307:LARP groups
261:Actual play
252:Terminology
158:Live action
1399:Categories
1269:6 February
1243:6 February
1221:6 February
1195:6 February
1139:6 February
1110:6 February
1084:6 February
1058:6 February
1029:6 February
999:6 February
970:6 February
944:6 February
913:6 February
880:6 February
825:References
756:Dice Tales
672:in an RPG)
670:gamemaster
637:Situation:
619:Character:
601:See also:
455:synecdoche
384:GNS theory
325:Publishers
271:Gamemaster
236:GNS theory
207:Video game
163:Video game
69:newspapers
1342:15 August
1020:The Forge
994:The Forge
965:The Forge
904:The Forge
787:OSR games
683:Criticism
666:Director:
461:"Eat me,"
424:paradigms
320:Designers
286:Statistic
266:Adventure
99:July 2014
1352:cite web
808:See also
772:suspense
631:Setting:
539:such as
219:Diceless
202:Tabletop
153:Tabletop
723:elitist
660:Author:
643:System:
587:Nobilis
440:Aspects
410:History
394:of how
315:Artists
194:History
83:scholar
1309:RPGnet
852:
690:gaming
654:Actor:
625:Color:
605:, and
445:Gamism
420:Usenet
392:theory
231:Theory
214:System
198:Indie
176:Topics
85:
78:
71:
64:
56:
798:Forge
764:theme
676:Pawn:
591:'
545:Fudge
541:GURPS
484:chess
294:Lists
168:Forum
145:Types
90:JSTOR
76:books
1367:help
1344:2024
1317:2021
1271:2016
1245:2016
1223:2016
1197:2016
1171:2016
1141:2016
1112:2016
1086:2016
1060:2016
1031:2016
1001:2016
972:2016
946:2016
915:2016
882:2016
850:ISBN
735:and
543:and
532:Toon
62:news
45:by
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1354:}}
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