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GNS theory

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149: 36: 354: 728:(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 522:
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
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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
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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
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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
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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
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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
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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
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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
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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
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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.
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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
789:, 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". 570:'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: 446:
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.
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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
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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.
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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.
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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".
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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
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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.
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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.
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Many simulationist RPGs encourage illusionism (manipulation of in-game probability and environmental data to point to predefined conclusions) to create a story.
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to the disputes that arise between players". A self-identified Narrativist, Brennan finds Edwards' definition of said creative agenda ("exploration of
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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".
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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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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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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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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,
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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
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include all three types. His article could be seen as a warning against
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Game classification § Classification by causes of uncertainty
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recreates the horror and humanity's cosmic insignificance in the
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The role-playing game historian Shannon Appelcline (author of
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idea, from discussions on the rec.games.frp.advocacy group on
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of skill growth and proficiency can be complex and detailed.
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Dice Tales: Essays on Roleplaying Games and Storytelling
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Decides based on what their character wants and knows
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GNS theory identifies five elements of role-playing:
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Unsourced material may be challenged and removed. 1018: 1188: 1103: 1407: 1077: 1048: 994: 992: 595:A fixed value decides the results (for example, 1197:"Flaws of GNS - Part IV: Conflict with Reality" 932: 873: 589:Chance decides the results (for example, dice). 1394:"GNS and Other Matters of Role-playing Theory" 1306: 1141:"Why RPG Theory has a Bad Rep - Part II: GNS" 989: 375: 850: 848: 846: 844: 1334: 1288: 397:is an informal field of study developed by 1312: 1112:"Flaws of GNS - Part III: Plan Meets Need" 972:"Farewell to the forum, but not to theory" 854: 382: 368: 147: 1268: 1246: 1220: 1194: 1138: 1109: 1083: 1057: 938: 841: 546:, for example, emulates cartoon hijinks. 478:"C'mon, let's play without these morons." 120:Learn how and when to remove this message 1164: 1158: 1294: 1024: 998: 969: 908: 724:Gleichman also states that just as the 14: 1408: 1195:Gleichman, Brian (21 September 2009). 1110:Gleichman, Brian (18 September 2009). 1084:Gleichman, Brian (16 September 2009). 1058:Gleichman, Brian (23 September 2009). 1340: 1269:Gleichman, Brian (2 February 2009). 1221:Gleichman, Brian (29 January 2009). 1139:Gleichman, Brian (29 January 2009). 1060:"Flaws of GNS - Part VI: Conclusion" 656:Determines how in-game events unfold 58:adding citations to reliable sources 29: 1086:"Flaws of GNS - Part I: The Appeal" 879: 401:which attempts to create a unified 353: 24: 606:software development methodologies 25: 1432: 1387: 880:Kim, John H. (14 February 2003). 444:generic role-playing game systems 1025:Edwards, Ron (29 January 2004). 970:Edwards, Ron (2 December 2005). 909:Edwards, Ron (28 January 2004). 513: 352: 34: 1247:Gleichman, Brian (April 2006). 825:Bartle taxonomy of player types 425:GNS theory was inspired by the 45:needs additional citations for 939:Anonymous (15 November 2003). 561: 500: 13: 1: 1416:Role-playing game terminology 835: 1313:Appelcline, Shannon (2021). 999:Edwards, Ron (4 June 2003). 855:Appelcline, Shannon (2011). 693: 638:Details providing atmosphere 7: 1249:"Comments on the GNS Model" 818: 732:" than to RPGs, reveals an 474:(upon winning) "I win," and 10: 1437: 1170:"Breakdown of RPG Players" 644:Location in space and time 618:Diceless role-playing game 611: 450: 420: 882:"The Threefold Model FAQ" 807:Noted participant of the 548:Role-playing game systems 497:and most computer games. 455: 1343:""Moving on from 'GNS'"" 1275:Whitehall ParaIndustries 1227:Whitehall ParaIndustries 1201:Whitehall ParaIndustries 1145:Whitehall ParaIndustries 1116:Whitehall ParaIndustries 1090:Whitehall ParaIndustries 1064:Whitehall ParaIndustries 1027:"Narrativism: Story Now" 758:Legend of the Five Rings 566:GNS theory incorporates 27:Role-playing game theory 1341:Baker, Vincent (2015). 859:. Mongoose Publishing. 857:Designers & Dragons 800:are largely gamist and 794:Designers & Dragons 777:") too narrow, adding " 707:, and self-consistent 480: 941:"Does System Matter?" 779:character development 580:Houses of the Blooded 462: 1168:(15 November 2003). 1001:"Gamism: Step On Up" 911:"System Does Matter" 749:Dogs in the Vineyard 718:Wizards of the Coast 490:Magic: The Gathering 292:Non-player character 54:improve this article 755:Fantasy author and 743:My Life with Master 135:Part of a series on 1402:by Nathan Jennings 1176:on 29 October 2020 632:A fictional person 407:role-playing games 200:Character creation 141:Role-playing games 1370:External link in 1302:. 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