| Post/Author/DateTime | Post |
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| #1kev777Oct 26, 2011 10:55:52 | The other day I found an interesting article geek-related.com/2008/06/12/is-dd-4e-rea... Given the definitions of the Threefold Model, what role playing approach do you like best? 1. Gamist 2. Simulationist 3. Dramatist For me I'm about 50% Simulationist, 30% dramtist, and 20% gamist. Which might explain why 4e doesn't always meet my expectations. |
| #2AbdulAlhazredOct 26, 2011 11:09:40 | Oh, goody! a FORGE GNS THEORY thread! Yeah, expect gnashing of teeth, flames, etc my innocent one. Suffice it to say that there are plenty of people who find little of merit in the whole GNS way of looking at RPGs. It has some degree of utility, but don't get too wrapped up in it. For one thing GNS is not a theory that is intended to describe how PLAYERS relate to the game. It is a theory about how GAMES prioritize different agendas. It doesn't make sense to say you have a player that is a "SIMULATIONIST", you'd have a GAME that is organized in terms of a simulationist agenda where the rules are designed to produce results that match with someone's idea of 'verisimilitude' in some fashion or other. Clearly you can say that people may prefer one type of game over another, but something like the 'player types' breakdown in the DMG will give you much more insight into the preferences and motivations of individual players. |
| #3beholdergazeOct 26, 2011 12:29:33 | I lean toward the more simulationist aspects of table-top RPGs. I enjoy the little things like the journey from one place to another, keeping track of supplies, subtle character interactions, and most importantly the idea that the world is a living place. For example, an adventuring group may come across a creature they can't beat and that's ok. The idea that the world is alive is more important than populating it with beatable challenges. They can either get innovative or flee. Sooner or later they'll be strong enough to take on those challenges. I also prefer games where even the lowliest goblin could pose a threat if he snuck into your tent while you were asleep and tried to kill you with your own dagger of humanoid bane. Obviously your chances of survival are better if you are higher level, but the threat is there. |
| #4kev777Oct 26, 2011 12:36:00 | @AbdulAlhazred Are you saying that you don't prefer one aspect of the model more than another? Does it not mean anything to you when you select a game system? Surely 4e can't be everyones cup of tea even if it does describe in detail all 'player types'. I think the proitization of agendas is important for someone to like or dislike a game system. It also clearly identifies the shift in focus between all the editions of D&D. It also explains why some people like one edition over another. The player types is another consideration but it's less important when compared to the focus of a system. For example, even if I find a 'player type' in the DMG that best describes the way I play that doesn't mean I'll like the system. I might still feel the need to create house rules that introduce more or less simulationist elements into the game. For that reason I think that a players preference is defined by those three elements. The way players relate to the game has nothing to do with it. |
| #5the_ubbergeekOct 26, 2011 12:52:10 | Forge is made for independant indie gaming, and tend to be snobby against corporate stuff. You expected real fairness? pfft. D&D 4th ed IS RPING. Tell otherwise to it's real intelectual fans - a big reason why I went for it. |
| #6Hocus-SmokusOct 26, 2011 12:54:23 | I find the entire process of lumping every gamer on earth into 3 categories the equivalent of lumping every PC in D&D into the alignments. Not only is it a poor substitute for actual facts and hard data, it is self-serving to those who institute it, and too open to interpretation under any kind of scrutiny. It's a fun little "hey, look what I came up with" exercise, but that's about it. I put about as much stock in it as reading my horoscope on Facebook. A cute little side-trek, but nothing to actually count on in any way shape or form, or a serious way to collect any real data about the player-base. |
| #7AbdulAlhazredOct 26, 2011 13:05:00 | @AbdulAlhazred I'm just saying you're misusing GNS and maybe that stems from the post you linked to. I didn't read it. My point is that GNS is a theory about GAME DESIGN, not about player preferences. I don't believe that G, N, and S, are good ways to divide up players actually. I think the way WotC does it is actually a stronger indicator of what the player is going to prefer. Most people playing RPGs believe it or not could care less about game-theoretical considerations at all. They just want to drive their character around and do stuff. The stuff they want to do will be mostly determined by their preferences overall. The guy that likes to slay things isn't that concerned about if there is a detailed wound system or just abstract hit points, his motivation is to be able to hit stuff and kill it in cool ways, etc. Here's the funny thing about this whole GNS thing. It was ALL the rage back in the 90's and all sorts of indy games tried to build around the concept, but you know what? It does work OK as an organizing principle for system design, but it failed utterly to predict which types of games people would like. There are a ton of systems out there of each of the three types (and I'd argue that GNS isn't even THAT good a classification but that's a whole other discussion that shouldn't even get within 1000 miles of this site let alone this thread). People are more easy to segregate by which genres they like, styles of play, and player agenda than by game system agenda. I doubt these days you'll even find a lot of game designers that care one big about GNS based design. It had its day, it was a big rage, now, like phlogiston and Newtonian Mechanics it is relagated to the back drawer ;) |
| #8JhariiOct 26, 2011 13:05:17 | I find the entire process of lumping every gamer on earth into 3 categories the equivalent of lumping every PC in D&D into the alignments. Not only is it a poor substitute for actual facts and hard data, it is self-serving to those who institute it, and too open to interpretation under any kind of scrutiny. To be fair, people aren't being "lumped into categories." There are generally 3 categories that people's interests transcends as various levels. It's not like the author has provided us some revolutionary theory. That being said, the article is pretty disingenuous and typical of much anti-4E mud slinging. Just more cheap shots with little to back it up other than personal and conjecture. Besides that, the article is over 3 years old. Riding in on a horse that is long dead and beaten serves no real purpose, with the counter being that people are role-playing just fine in 4E and having a great time doing so. |
| #9mvincentOct 26, 2011 13:17:28 | Given the definitions of the Threefold Model, what role playing approach do you like best? Simulationist |
| #10GarthanosOct 26, 2011 13:22:58 | Given the definitions of the Threefold Model, what role playing approach do you like best? May I recommend RuneQuest... an interesting little game static hit points, no classes(or roles), no levels |
| #42reaper_93Oct 27, 2011 10:35:04 | I love compelling narratives that challenge the characters, compelling problems that challenge the players, and compelling worlds that establish verisimilitude for all of the aforementioned (I suppose this would most likely be challenging the DM, though the players help too). In other words: I like all of them, in pretty much any ratio. |
| #43LeekanhOct 27, 2011 11:24:11 | Consider that the most recent version of the theory is The Big Model, the GNS is now obsolete. Mh? No, maybe I explained it the wrong way (my english can improve...). The GNS theory is officially obsolete and abandoned. Ron Edwards created the GNS, then he expanded and reworked the same concept in the Big Model. A lot of things in the GNS are now no longer true, similar to how a lot of Isaac Newton's theories, while extremely important, are unused nowdays, since disproved/obsolete. Anyway, as i said, personal tastes obviously exist, but they are not deeply examined in the theory, and certanly have nothing to do with gam/nar/sim agendas... I just want to clarify things, using the wrong terms is never a good thing :p |
| #44Seeker95Oct 27, 2011 15:16:29 | Mh? No, maybe I explained it the wrong way (my english can improve...). I feel you are overly-rigid in your use of the term GNS theory, keeping it within a purely theoretical construct frame of reference when the rest of us are discussing it in more of a layman application context, but I appreciate the follow-up. It helps to understand why we are not in agreement. It is not an impasse; but rather, we are speaking at different levels. Applying it to individuals, games, and groups is more "crude" whereas your use of the term is more "pure". |
| #45mvincentOct 27, 2011 16:27:13 | The GNS theory is officially obsolete and abandoned. Ron Edwards created the GNS, then he expanded and reworked the same concept in the Big Model. 'The Big Model currently recognizes three kinds of creative agenda: simulationism, also known as "The Right to Dream;" gamism, also known as "Step on Up;" and narrativism, also known as "Story Now."' I personally enjoy learning what the preferred 'reason for play' (creative agenda) of other players is, especially if it can be simplified to one of these three options. Evidently the OP does too. No need to 'thread-crap' on his query ![]() |
| #46KalnaurOct 27, 2011 21:48:58 | The biggest thing to also consider is wher an audience is coming from. "Hardcore" fans of certain activities will prefer certain kinds of gaming because of their other choices of entertainment, and will prefer that kind of gaming disproportionately. For example, people who enjoy video games would almost certainly be more likely to enjoy "gamism" because that's what video games are first (though there could be some argument on that front with recent indie games); they are commonly narrative after that, and simulationist after that (commonly, not always). Books are commonly narrativist, followed by simulationist with little to no thought on being like a game (unless you count in choose your own adventure books ;)). Cinema and television are both mainly narrative, with some strange combination of more or less simulation and gameness. And then there are other things, such as doing math or reading history or crafting or painting that can influence a person's enjoyment of something. For example, though I love books, I prefer video games, and then cinema/television when I can get it commonly both chosen before I read a book. Reading a book is what I do when I'm not doing other things, or as a space-filler. So it should come as no surprise that gamey and narrative elements are more important within a game than simulation. At the same time though, my logic brain asks why, if I can carry 1000 lbs of gear in Oblivion, can I not have the upper body strength to climb up a measly 5 foot drop. I will not try and percentage it out either, because on any given day, the game or narrative will win out, but I know the simulation, the verisimilitude of a world is my last concern. That doesn't mean it's less in importance, just that it does not tie into what else I like to do as much as game or narrative concerns. |
| #47Madfox11Oct 28, 2011 8:59:54 | For example, people who enjoy video games would almost certainly be more likely to enjoy "gamism" because that's what video games are first (though there could be some argument on that front with recent indie games); they are commonly narrative after that, and simulationist after that (commonly, not always). Isn't this a bit simplistic? There are many types of computer games varrying from purely a game to highly narrative (more like an interactive novel than an actual game so to speak). Most actually switch between the two modes with one being more important than the other depending on the type of game. Come to think of it, a RPG like D&D has a similar switch between two different styles. I find simulationalists being something independend of gamist/narritive though, to me simulationalist tells more something the type of choices you make when deciding on both game mechanics and narritives and hardly anything on whether you like combat, puzzles or story during a RPG ;) |
| #48Seeker95Oct 28, 2011 10:03:58 | For example, people who enjoy video games would almost* certainly be more* likely to enjoy "gamism" because that's what video games are first (though there could be some argument on that front with recent indie games); they are commonly narrative after that, and simulationist after that (commonly, not always). Isn't this a bit simplistic? Simple, yes, but not simplistic. Kalnaur uses general terms (almost, and more likely) rather than absolutes. He is merely applying a theory to practice, and then allowing for variation in what we observe so as to not have the theory or its application blow up in our face. * Emphasis added by me. |
| #49KalnaurOct 28, 2011 15:53:13 | For example, people who enjoy video games would almost* certainly be more* likely to enjoy "gamism" because that's what video games are first (though there could be some argument on that front with recent indie games); they are commonly narrative after that, and simulationist after that (commonly, not always).Isn't this a bit simplistic? Yea-up. |
| #50DimondDustOct 29, 2011 14:59:03 | From the author of the article: "Similarly, it’s harder to do simulationist D&D with 4e. Not impossible of course, just made harder by the rules and the core conceits behind the rules. It specifically prescribes things like defined quests that are effectively metagame considerations and therefore counter to a simulationist’s expectations about their activity in the game world." This is a statement that I have trouble understanding, when I found the rules for quests I thought that it would please simulationists. This is because in 3.X the only way that XP could be earned way by killing monsters, if I remember correctly. I recall that the DMG basicly said "if you really know what your doing as a DM you could give XP for activities other than killing monsters, but we're not giving you any advice so have fun with that." It opened the way for very combat light campaigns, if a group actually wanted to go that way. Quests speak to the PCs motivations, which I thought what simulationism was all about anyway. I guess that quest has an unfortunate association with video games. In the GNS system quests are probably more narritive, followed by simulation and gamist least of all IMO. |