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
441:
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
720:
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
715:
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
482:
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
539:
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
509:
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
518:
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
505:
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
416:
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.
486:
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.
698:
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
437:
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.
769:. 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
409:
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.
804:
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".
716:
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
622:
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.
506:
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.
510:
minimized. Revisiting character motives or underlying emotional themes often leads to escalation: asking variations of the same "question" at higher intensity levels.
526:
Many simulationist RPGs encourage illusionism (manipulation of in-game probability and environmental data to point to predefined conclusions) to create a story.
815:, 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.
773:
to the disputes that arise between players". A self-identified
Narrativist, Brennan finds Edwards' definition of said creative agenda ("exploration of
1169:
721:
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".
796:) drew parallels between three of his contemporary commercial categories of RPG products and the three basic categories of GNS. He posited that "
1034:
918:
752:, "actually failed to support Narrativism as a whole, instead focusing on a single Narrativist theme", and have had no commercial success.
736:
attitude surrounding the narrow GNS definition of narrative role-playing, which attributes enjoyment of any incompatible play-style to "'
757:
1314:
1140:
357:
1111:
613:
317:
940:
464:
I might as well get this over with now: the phrase "Role-playing games are not about winning" is the most widespread example of
1415:
1270:
1196:
1222:
1399:
864:
1059:
536:, using illusionism to craft grisly fates for the players' characters and maintain consistency with the source material.
528:
519:
character backgrounds, personality traits and motives to model cause and effect in the intellectual and physical realms.
330:
178:
100:
1085:
605:
72:
325:
119:
673:
Decides based on what they want for their character, retrospectively explaining why their character made a decision
555:
443:
234:
79:
824:
296:
276:
57:
381:
204:
168:
540:
simulationist RPGs explore different aspects of their source material, and may have no concern for realism;
86:
689:
Decides based on what they want for their character, without explaining why their character made a decision
1173:
398:
53:
17:
617:
342:
335:
229:
163:
68:
460:
A gamist makes decisions to satisfy predefined goals in the face of adversity: to win. Edwards wrote,
312:
1377:
881:
547:
542:
402:
241:
224:
808:
801:
262:
212:
173:
46:
711:, the GNS theory "mistakes components of an activity for the goals of the activity", emphasizes
1248:
797:
910:
558:
use a somewhat-realistic core system which can be modified with sourcebooks or special rules.
1420:
579:
577:
Participants decide the results, with plot requirements the determining factor (for example,
1315:"Advanced Designers & Dragons #56: 31 Short Essays About Roleplaying History, Part Two"
748:
717:
679:
Makes decisions affecting the environment instead of a character (usually represented by a
489:
291:
971:
8:
742:
93:
1342:
199:
1026:
1362:
948:
860:
774:
660:
It details four stances the player may take in making decisions for their character:
406:
374:
140:
1165:
712:
286:
194:
725:
708:
426:
251:
433:
in summer 1997. The
Threefold Model defined drama, simulation and game as three
604:
statistics comparison. Jenna K. Moran's work frequently takes inspiration from
567:
533:
468:
in the hobby. Potential Gamist responses, and I think appropriately, include:
412:
The theory focuses on player interaction rather than statistics, encompassing
1409:
1295:
812:
778:
765:
reviews the GNS theory in the eponymous chapter of her 2017 non-fiction book
762:
740:'". Lastly, Gleichman states that most games rooted in the GNS theory, e.g.
829:
737:
704:
367:
148:
1000:
770:
413:
271:
1393:
442:
include all three types. His article could be seen as a warning against
811:, contributor to GNS theory, and developer of many role-playing games,
786:
729:
680:
465:
281:
217:
35:
782:
434:
614:
Game classification § Classification by causes of uncertainty
733:
597:
532:
recreates the horror and humanity's cosmic insignificance in the
1319:
430:
792:
The role-playing game historian
Shannon Appelcline (author of
429:
idea, from discussions on the rec.games.frp.advocacy group on
551:
523:
of skill growth and proficiency can be complex and detailed.
494:
1271:"Why RPG Theory has a Bad Rep - Part IV: The Fading of GNS"
700:
904:
902:
1300:
Dice Tales: Essays on
Roleplaying Games and Storytelling
1134:
1132:
899:
1223:"Why RPG Theory has a Bad Rep - Part I: The Threefold"
1240:
667:
Decides based on what their character wants and knows
625:
GNS theory identifies five elements of role-playing:
1262:
1214:
1129:
1400:"A Look at Gamist-Narrativist-Simulationist Theory"
1053:
1051:
963:
60:. 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:. Book View Cafe.
1166:Reynolds, Sean K.
951:on 28 August 2005
866:978-1-907702-58-7
392:
391:
313:Campaign settings
130:
129:
122:
104:
16:(Redirected from
1428:
1382:
1381:
1375:
1374:
1368:
1366:
1358:
1356:
1354:
1338:
1332:
1331:
1329:
1327:
1310:
1304:
1303:
1292:
1286:
1285:
1283:
1281:
1266:
1260:
1259:
1257:
1255:
1244:
1238:
1237:
1235:
1233:
1218:
1212:
1211:
1209:
1207:
1192:
1186:
1185:
1183:
1181:
1172:. Archived from
1162:
1156:
1155:
1153:
1151:
1136:
1127:
1126:
1124:
1122:
1107:
1101:
1100:
1098:
1096:
1081:
1075:
1074:
1072:
1070:
1055:
1046:
1045:
1043:
1041:
1022:
1016:
1015:
1013:
1011:
996:
987:
986:
984:
982:
967:
961:
960:
958:
956:
947:. Archived from
945:FreeRolePlay.org
936:
930:
929:
927:
925:
906:
897:
896:
894:
892:
877:
871:
870:
852:
709:simulated worlds
603:
483:with adversity.
384:
377:
370:
356:
355:
287:Player character
195:Campaign setting
151:
132:
131:
125:
118:
114:
111:
105:
103:
62:
38:
30:
21:
1436:
1435:
1431:
1430:
1429:
1427:
1426:
1425:
1406:
1405:
1390:
1385:
1372:
1371:
1369:
1360:
1359:
1352:
1350:
1339:
1335:
1325:
1323:
1311:
1307:
1298:(2017). "GNS".
1293:
1289:
1279:
1277:
1267:
1263:
1253:
1251:
1245:
1241:
1231:
1229:
1219:
1215:
1205:
1203:
1193:
1189:
1179:
1177:
1163:
1159:
1149:
1147:
1137:
1130:
1120:
1118:
1108:
1104:
1094:
1092:
1082:
1078:
1068:
1066:
1056:
1049:
1039:
1037:
1023:
1019:
1009:
1007:
997:
990:
980:
978:
968:
964:
954:
952:
937:
933:
923:
921:
907:
900:
890:
888:
878:
874:
867:
853:
842:
838:
821:
726:Threefold Model
696:
620:
601:
587:Fortune/chance:
564:
529:Call of Cthulhu
516:
503:
475:
473:
469:
458:
453:
427:threefold model
423:
388:
351:
252:Threefold model
126:
115:
109:
106:
63:
61:
51:
39:
28:
23:
22:
15:
12:
11:
5:
1434:
1424:
1423:
1418:
1404:
1403:
1397:
1396:by Ron Edwards
1389:
1388:External links
1386:
1384:
1383:
1373:|website=
1333:
1305:
1296:Brennan, Marie
1287:
1261:
1239:
1213:
1187:
1157:
1128:
1102:
1076:
1047:
1017:
988:
962:
931:
898:
872:
865:
839:
837:
834:
833:
832:
827:
820:
817:
695:
692:
691:
690:
684:
674:
668:
658:
657:
651:
645:
639:
633:
610:
609:
590:
584:
575:Drama/destiny:
568:Jonathan Tweet
563:
560:
534:Cthulhu Mythos
515:
512:
502:
499:
457:
454:
452:
449:
422:
419:
390:
389:
387:
386:
379:
372:
364:
361:
360:
348:
347:
346:
345:
343:Tabletop games
340:
339:
338:
333:
328:
320:
315:
307:
306:
302:
301:
300:
299:
294:
289:
284:
279:
274:
266:
265:
259:
258:
257:
256:
255:
254:
249:
239:
238:
237:
235:Generic system
232:
222:
221:
220:
215:
207:
202:
197:
189:
188:
184:
183:
182:
181:
176:
171:
166:
158:
157:
153:
152:
144:
143:
137:
136:
128:
127:
42:
40:
33:
26:
9:
6:
4:
3:
2:
1433:
1422:
1419:
1417:
1414:
1413:
1411:
1401:
1398:
1395:
1392:
1391:
1379:
1364:
1349:
1347:
1344:
1337:
1322:
1321:
1316:
1309:
1301:
1297:
1291:
1276:
1272:
1265:
1250:
1243:
1228:
1224:
1217:
1202:
1198:
1191:
1175:
1171:
1167:
1161:
1146:
1142:
1135:
1133:
1117:
1113:
1106:
1091:
1087:
1080:
1065:
1061:
1054:
1052:
1036:
1032:
1028:
1021:
1006:
1002:
995:
993:
977:
973:
966:
950:
946:
942:
935:
920:
916:
912:
905:
903:
887:
886:DarkShire.net
883:
876:
868:
862:
858:
851:
849:
847:
845:
840:
831:
828:
826:
823:
822:
816:
814:
813:Vincent Baker
810:
805:
803:
799:
795:
790:
788:
784:
780:
776:
772:
768:
764:
763:Marie Brennan
760:
759:
753:
751:
750:
745:
744:
739:
735:
731:
727:
722:
719:
714:
713:player typing
710:
706:
702:
688:
685:
682:
678:
675:
672:
669:
666:
663:
662:
661:
655:
652:
649:
646:
643:
640:
637:
634:
631:
628:
627:
626:
623:
619:
615:
607:
600:
599:
594:
591:
588:
585:
582:
581:
576:
573:
572:
571:
569:
559:
557:
553:
549:
545:
544:
537:
535:
531:
530:
524:
520:
514:Simulationism
511:
507:
498:
496:
492:
491:
484:
479:
476:
470:
467:
461:
448:
445:
439:
436:
432:
428:
418:
415:
410:
408:
404:
400:
396:
385:
380:
378:
373:
371:
366:
365:
363:
362:
359:
350:
349:
344:
341:
337:
334:
332:
329:
327:
324:
323:
321:
319:
316:
314:
311:
310:
309:
308:
304:
303:
298:
295:
293:
290:
288:
285:
283:
280:
278:
275:
273:
270:
269:
268:
267:
264:
261:
260:
253:
250:
248:
245:
244:
243:
240:
236:
233:
231:
228:
227:
226:
223:
219:
216:
214:
211:
210:
208:
206:
203:
201:
198:
196:
193:
192:
191:
190:
186:
185:
180:
177:
175:
172:
170:
167:
165:
162:
161:
160:
159:
155:
154:
150:
146:
145:
142:
139:
138:
134:
133:
124:
121:
113:
102:
99:
95:
92:
88:
85:
81:
78:
74:
71: –
70:
66:
65:Find sources:
59:
55:
49:
48:
43:This article
41:
37:
32:
31:
19:
1421:Game studies
1351:. Retrieved
1346:
1336:
1326:21 September
1324:. Retrieved
1318:
1308:
1299:
1290:
1278:. Retrieved
1274:
1264:
1252:. Retrieved
1242:
1230:. Retrieved
1226:
1216:
1204:. Retrieved
1200:
1190:
1178:. Retrieved
1174:the original
1160:
1148:. Retrieved
1144:
1119:. Retrieved
1115:
1105:
1093:. Retrieved
1089:
1079:
1067:. Retrieved
1063:
1038:. Retrieved
1030:
1020:
1008:. Retrieved
1004:
979:. Retrieved
975:
965:
953:. Retrieved
949:the original
944:
934:
922:. Retrieved
914:
889:. Retrieved
885:
875:
856:
830:Gamification
806:
793:
791:
766:
761:contributor
756:
754:
747:
741:
738:brain damage
723:
705:storytelling
697:
686:
676:
670:
664:
659:
653:
647:
641:
635:
629:
624:
621:
596:
592:
586:
578:
574:
565:
541:
538:
527:
525:
521:
517:
508:
504:
488:
485:
481:
477:
471:
463:
459:
440:
424:
411:
394:
393:
246:
116:
107:
97:
90:
83:
76:
69:"GNS theory"
64:
52:Please help
47:verification
44:
1180:24 February
1035:Adept Press
919:Adept Press
802:indie games
787:plot twists
785:, exciting
771:game design
730:board games
650:The dilemma
593:Karma/fate:
562:Terminology
501:Narrativism
414:game design
399:Ron Edwards
358:WikiProject
322:Production
318:LARP groups
272:Actual play
263:Terminology
169:Live action
18:Narrativist
1410:Categories
1280:6 February
1254:6 February
1232:6 February
1206:6 February
1150:6 February
1121:6 February
1095:6 February
1069:6 February
1040:6 February
1010:6 February
981:6 February
955:6 February
924:6 February
891:6 February
836:References
767:Dice Tales
683:in an RPG)
681:gamemaster
648:Situation:
630:Character:
612:See also:
466:synecdoche
395:GNS theory
336:Publishers
282:Gamemaster
247:GNS theory
218:Video game
174:Video game
80:newspapers
1353:15 August
1031:The Forge
1005:The Forge
976:The Forge
915:The Forge
798:OSR games
694:Criticism
677:Director:
472:"Eat me,"
435:paradigms
331:Designers
297:Statistic
277:Adventure
110:July 2014
1363:cite web
819:See also
783:suspense
642:Setting:
550:such as
230:Diceless
213:Tabletop
164:Tabletop
734:elitist
671:Author:
654:System:
598:Nobilis
451:Aspects
421:History
405:of how
326:Artists
205:History
94:scholar
1320:RPGnet
863:
701:gaming
665:Actor:
636:Color:
616:, and
456:Gamism
431:Usenet
403:theory
242:Theory
225:System
209:Indie
187:Topics
96:
89:
82:
75:
67:
809:Forge
775:theme
687:Pawn:
602:'
556:Fudge
552:GURPS
495:chess
305:Lists
179:Forum
156:Types
101:JSTOR
87:books
1378:help
1355:2024
1328:2021
1282:2016
1256:2016
1234:2016
1208:2016
1182:2016
1152:2016
1123:2016
1097:2016
1071:2016
1042:2016
1012:2016
983:2016
957:2016
926:2016
893:2016
861:ISBN
746:and
554:and
543:Toon
73:news
56:by
1412::
1367::
1365:}}
1361:{{
1345:.
1317:.
1273:.
1225:.
1199:.
1143:.
1131:^
1114:.
1088:.
1062:.
1050:^
1033:.
1029:.
1003:.
991:^
974:.
943:.
917:.
913:.
901:^
884:.
843:^
781:,
703:,
608:).
583:).
493:,
1380:)
1376:(
1357:.
1348:]
1330:.
1284:.
1258:.
1236:.
1210:.
1184:.
1154:.
1125:.
1099:.
1073:.
1044:.
1014:.
985:.
959:.
928:.
895:.
869:.
383:e
376:t
369:v
123:)
117:(
112:)
108:(
98:·
91:·
84:·
77:·
50:.
20:)
Text is available under the Creative Commons Attribution-ShareAlike License. Additional terms may apply.