GNS Theory
Encyclopedia
The GNS Theory, as originally developed by Ron Edwards
Ron Edwards (game designer)
Ronald Edwards is a game designer, theorist, and an influential member of the indie role-playing game community. Notably, he is the creator of the Sorcerer RPG, the GNS Theory of gameplay, and The Big Model....

, is a relatively amorphous body of work attempting to create a theory
Role-playing game theory
A role-playing game theory is an academic or critical study of role-playing games as a social or artistic phenomenon. RPG theories seek to understand what role-playing games are, how it functions and how the process can be refined in order to improve the gaming experience and produce more useful...

 of how role-playing games work. Primarily, GNS Theory holds that participants in role-playing games reinforce each other's behaviour towards ends which can be divided into three categories: Gamist, Narrativist and Simulationist.

Strictly, GNS theory is concerned with players' social interactions, but it has been extrapolated to direct game design
Game design
Game design, a subset of game development, is the process of designing the content and rules of a game in the pre-production stage and design of gameplay, environment, storyline, and characters during production stage. The term is also used to describe both the game design embodied in a game as...

, both in and outside the world of RPGs. A game can be classified according to how strongly it encourages or facilitates players reinforcing behaviours matching each category. Game designers find it useful because it can be used to explain why players play certain games.

Ron Edwards later discarded GNS Theory in favor of The Big Model
The Big Model
The Big Model is a body of role-playing game theory developed primarily by Ron Edwards. It serves as a capstone and organizing principle to the amorphous body of work commonly referred to as GNS Theory.-Structure:...

, which includes the GNS categories as different kinds of creative agenda.

Gamism: Prove Yourself

Gamist refers to decisions based on satisfying clear predefined goal conditions in the face of adversity: in other words, on the desire to win. As Ron Edwards mentions in Gamism, Step on Up:
These decisions are most common in games which pit characters against successively tougher challenges and opponents, and may not spend much time dwelling on why the characters are facing them in the first place. Gamist RPG design tends to place a strong emphasis on parity in character effectiveness: that is, the idea that all player characters should be (at least when properly built or optimised over time) equally strong and capable of dealing with adversity.

Combat is frequently heavily emphasised, as is a diversity in options for short-term problem solving (i.e., long lists of highly specific spells or combat techniques). Randomisation (i.e., Fortune methods) exist primarily to provide a gamble and allow players to risk more for higher stakes (for instance, attempting a more effective hit in combat requires a penalty on the dice roll), rather than modelling strict probability.

Examples include, Magic: The Gathering, Chess, and most computer games.

Narrativism

Narrativism is perhaps best illustrated by a quote from the Forge Glossary on the subject:
Narrativist play relies heavily on outlining or developing motives for the characters, putting them into situations where those motives come into mutual conflict, and making their decisions in the face of such stress the main driving force behind events. For example, a Samurai character sworn to honour and obey his lord might have that loyalty tested when directed to fight against his own rebellious son. A compassionate doctor might have his sense of charity tested when an enemy soldier comes under his care. On the lighter end of the spectrum, a schoolgirl might have to decide whether to help her best friend cheat on an exam.

This has two main effects. Firstly, and in contrast to much Simulationist play, characters usually show considerable change and development over time. Secondly, any attempt at imposing a fixed storyline is either impossible or highly counterproductive. Moments of drama – which is to say, inner conflict on the part of the characters – inherently make player responses difficult to predict, and the consequences of such choices cannot be minimised. More than this, revisiting the characters' motives or underlying emotional themes over time often leads to a process of escalation: asking variations on the same "question", but at higher and higher levels of intensity, as exemplified through the situations and developments of play. The "answers" that the players supply, as exemplified through their characters' responses and their eventual repercussions, can then be taken as a kind of moral commentary on various human qualities or values under the circumstances. In short, it coaxes out an overall point or message, but as an after-effect or byproduct of play, rather than as an accessory to it.

As of 2006, many indie role-playing game
Indie role-playing game
An indie role-playing game is a role-playing game published outside of traditional, "mainstream" means. Varying definitions require that commercial, design, or conceptual elements of the game stay under the control of the creator, or that the game should just be produced outside of a corporate...

s are designed as Narrativist games, such as Dogs in the Vineyard
Dogs in the Vineyard
Dogs in the Vineyard is an independently published role-playing game based on the history of the Mormons. It was written by D. Vincent Baker and published by Lumpley Games....

or Sorcerer
Sorcerer (role-playing game)
Sorcerer is an award winning occult-themed indie role-playing game written by Ron Edwards and published through Adept Press. The game focuses on sorcerers who summon, bind, and interact with demons, which are powerful non-human entities who work with and against the sorcerer.-Setting:The game has...

.

Simulationism

Simulationism refers to a style of play where the main agenda is the recreation of, or inspiration by, the observed characteristics of a particular genre or set of source material. Physical reality might count as source material for these purposes, but so might superhero anthologies, or any other literary, cinematic or historical milieu. Its most frequent concerns are internal consistency, analysis or modeling of cause and effect, and informed speculation or even extrapolation to the point of satire. Often characterised by concern for the minutiae of physical interaction and details of setting, Simulationism shares with Narrativism a concern for character backgrounds, personality traits and motives, in an effort to model cause and effect within the intellectual realm as well as the physical.

Simulation-inclined players are more likely to talk of their characters as if they were independent entities with minds of their own, and model their behaviour accordingly. (For example, they may be particularly reluctant to have their character act on the basis of out-of-character information, and indisposed to tolerate such behaviour in others.) Basically similar to the distinction between actor and character within a film or play, this stems from the sense of objectivity that a Simulationist strives for. Character generation and the modelling of skill growth and proficiency can be very complex and highly detailed.

Like Narrativists, Simulationists are highly intolerant of obvious railroading, but for different reasons: because it betrays the implied agreement that "internal cause is king". However, many Simulationist RPGs recommend "Illusionism" to create a story – in essence, the subtle manipulation of in-game probability and environmental data to funnel or nudge PCs toward predefined conclusions. For example, Call of Cthulhu's foremost concern is recreating the mood of brooding horror and cosmic insignificance of the Cthulhu Mythos, and makes heavy use of illusionism to craft grisly fates for the players' characters, thereby maintaining consistency with the source material.

Much of the Simulationist aesthetic revolves around promoting the daydream of a self-contained bubble universe that operates independently of player volition, with the result that many Simulationist techniques are both deterministic and relatively hands-off: events unfold on the basis of internal rules, not because the player decides it. Combat might be broken down into discrete, semi-randomised steps for modeling the input of attack skill, weapon weight, defence checks, armour, body parts and potential for critical damage, separately. That said, however, many Simulationist RPGs focus on the exploration of entirely different aspects of their source material, and may have no concern for realism at all. Toon, for example, is solely concerned with emulating cartoon hijinks. Others, such as GURPS
GURPS
The Generic Universal RolePlaying System, or GURPS, is a tabletop role-playing game system designed to allow for play in any game setting...

 and FUDGE, take a moderately realistic core system as their baseline, which can be extended or modified by optional sourcebooks or special rules.

Potential frictions between modes

Many common role-playing techniques can enhance the enjoyment of a particular GNS mode at the expense of others, but the fundamental incompatibilities between each are actually very high-level.

Gamist-Narrativist friction

  • Moments of drama (in the emotional sense) make clear goal conditions (i.e. a well-defined challenge in the Gamist sense) impossible. Their very purpose is to focus on a conflict between two or more of a given character's values. 'Winning' is impossible under such circumstances, because there is no clear goal. Conversely, if a character is presented only with well-defined goal conditions during the entire 'story', this implies a lack of emotional ambivalence during decision-making which denies the possibility of input to theme.

Simulationist-Narrativist friction

  • Theme, by its nature, is a series of aesthetically pleasing but statistically unlikely coincidences. In order to reliably revisit the same emotional topic or human questions, in-world probability must be frequently distorted to present conflicts that visit those topics or questions.
  • Moments of drama (in the emotional sense) cannot, in the strictest sense, be consistently role-played. Their very purpose is to focus on a conflict between two or more of a given character's values, in which they are obliged to choose one over the other. In other words, to focus on a point where the character's internal consistency breaks down.

Gamist-Simulationist friction

  • Perfect 'Balance' (in the sense of parity in character effectiveness, or a level playing field) is rarely compatible with the full complexities of a self-consistent imagined world. That is, Life is Unfair. For example, realistic swordfighting leads to a high-rate of wound-related mortality, while an unbiased presentation of Tolkien
    J. R. R. Tolkien
    John Ronald Reuel Tolkien, CBE was an English writer, poet, philologist, and university professor, best known as the author of the classic high fantasy works The Hobbit, The Lord of the Rings, and The Silmarillion.Tolkien was Rawlinson and Bosworth Professor of Anglo-Saxon at Pembroke College,...

    's Middle-Earth would make elves far more powerful than orcs or halflings. Resolving such imbalances requires either a manifestly artificial 'world', or metagame constructs such as hit points, level adjustments, etc. that distort a Simulationist aesthetic.

Other terms

The GNS theory incorporates Jonathan Tweet
Jonathan Tweet
Jonathan Tweet is a game designer who has been involved in the development of the role-playing games Ars Magica, Everway, Over the Edge, Talislanta and the third edition of Dungeons & Dragons, as well as the Collectible Miniatures Game Dreamblade.-Early life:Jonathan Tweet started playing D&D in...

's three forms of task resolution that determine the outcome of an event. Edwards said that an RPG should use a task resolution system or combination of systems that is most appropriate for game's GNS perspective. The three task resolution forms are:
  • Drama, the participants decide the results, the requirements of the plot being the determining factor (e.g., Houses of the Blooded
    Houses of the Blooded
    Houses of the Blooded is a roleplaying game designed by John Wick scheduled for release July 2008. Its author has described it as the "anti-Dungeons and Dragons roleplaying game," emphasising elements of the fantasy genre that D&D overlooks...

    )
  • Fortune, chance decides the results (e.g., by using dice)
  • Karma, a fixed value decides the results (e.g., by comparing stats - e.g. Nobilis
    Nobilis
    Nobilis is a contemporary fantasy role-playing game created by Jenna K. Moran, writing under the name R. Sean Borgstrom. The player characters are "Sovereign Powers" called the Nobilis; each Noble is the personification of an abstract concept or class of things such as Time, Death, cars, or...

    )

Edwards has said that the main reason he changed the Threefold Model's Drama type to Narrativism for GNS was to avoid confusion with Drama as a task resolution system.

The GNS Theory identifies five elements of role-playing that all players recognize:
  • Character, a fictional person
  • Color, details that provide atmosphere
  • Setting, location (in space and time)
  • Situation, the dilemma
  • System, determines how in-game events unfold


It also explains four Stances the player can have in making decisions for their character:
  • Actor, decides based on what their character would know
  • Author, decides based on what they as a player want for their character and then retroactively explains why their character made that decision
  • Director, makes decisions that affect the environment rather than the character (usually represented by a game master in an RPG)
  • Pawn, decides based on what they as a player want for their character without bothering to explain why their character would make that decision

History

The theory developed out of the Threefold Model
Threefold Model
The Threefold Model of roleplaying games is an attempt to distinguish three different goals in roleplaying. In its original formation, these are: Drama, Simulation, and Game...

 that defined Drama, Simulation, and Game as three paradigms of role-playing. The concept first appeared in the rec.games.frp.advocacy newsgroup
Newsgroup
A usenet newsgroup is a repository usually within the Usenet system, for messages posted from many users in different locations. The term may be confusing to some, because it is usually a discussion group. Newsgroups are technically distinct from, but functionally similar to, discussion forums on...

, and the name "Threefold Model" was coined in a post made by Mary Kuhner in 1997 which outlined the principles of the theory.

In his article "System Does Matter", Edwards said that all participants in RPGs hold one of three mutually exclusive perspectives or aims. He wrote that enjoyable RPGs focus on only one of these perspectives and that it is a common mistake in RPG design to try to satisfy all three types. It is for this reason that the article could be seen as a warning against generic role-playing game system
Generic role-playing game system
A generic role-playing game system or universal role-playing game system is a role-playing game system designed to be independent of setting and genre...

s made by larger developers.

Ron Edwards has since further refined his understanding of RPGs, discarding GNS Theory in favor of The Big Model
The Big Model
The Big Model is a body of role-playing game theory developed primarily by Ron Edwards. It serves as a capstone and organizing principle to the amorphous body of work commonly referred to as GNS Theory.-Structure:...

, which redefines and recontextualizes problematic aspects of GNS.

On December 2, 2005, Edwards closed the forums on The Forge regarding GNS theory, explaining that the forums supporting the GNS theoretical framework had outlived their usefulness.

Critiques

Introduction of GNS has met with marked opposition from elements of the gaming community. Some feel that RPGs are inherently frivolous and reject out of hand that they can be subjected to artistic criticism at all, and disparage any attempt to do so as pseudo-intellectualism. Direct critics of the theory have argued that it doesn't really explain anything regarding player behavior and only serves to shoehorn game design down limited paths. Many casual players react negatively to the idea, complaining that it forces them into false dilemmas and draws artificial, wordy distinctions between elements that can, in practice, combine well with one another and mutually reinforce.

External links

The source of this article is wikipedia, the free encyclopedia.  The text of this article is licensed under the GFDL.
 
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