benlehman: (Default)
benlehman ([personal profile] benlehman) wrote2005-04-21 10:54 am

GNS / Big Model Open House

Hi.

I know that a fair share of RPG theory interested folks read this blog.

I'd like to test my own understanding of GNS / Big Model.

So:

I will answer any questions about the Big Model or GNS that you have, if you ask them in response to this post or in a private e-mail to me.

It would help if you would first read the essays here and here. These other ones won't hurt. Just the top part of the last two is fine.


a few ground rules:

1) I'm going to try to explain a theoretical model to you. I don't want to argue whether it is right or wrong. You can come to your own conclusions about that. If you post, I will assume that you are trying to understand the model, no more, no less.

1a) If you want to destroy the model, may I suggest that understanding it is a good first step?

1b) So no "that's stupid," stupid though it may be. "That doesn't make sense, please explain it a different way" is fine.

2) I will not diagnose GNS goals of games I've never played. I will not discuss any theory applying to LARPs, because they are complicated. I will not discuss books, movies, plays, improv theatre, ballet, or any other artform in the context of GNS, because doing so is stupid. I will discuss games which I have played, as examples, but pretty much only at the request of the GM who ran said game.

2a) If you ask about the GNS of your game, do not take a diagnosis that isn't what you want it to be to be an insult. It isn't.

3) I may add ground rules as things progress.

Re: Techniques

[identity profile] adamdray.livejournal.com 2005-04-21 09:53 pm (UTC)(link)
I know there are a great many. Your list of examples were very specific (this technique and that technique), where Ron's were very abstract (types or classes of techniques). I was hoping for more of the latter. Really, each technique focuses a solution to a specific problem, and the "class" of technique is really the generic problem that a technique might solve. For example, "search and handling time" techniques aim to speed up play and keep the player focused on the right parts of the game.

Your examples could be abstracted to two classes of techniques: division of GM responsibility, and apportioning of spotlight time.

In other words, I well understand what techniques are and how they're used. I was hoping for some additions to Ron's list to get my mind working in creative ways on my own design. A potluck list to prime the pump, if I may mix my metaphors tragically. ;)

Re: Techniques

[identity profile] benlehman.livejournal.com 2005-04-21 09:56 pm (UTC)(link)
GM Responsibility.

Spotlight Time.

Inter-player dynamics (fan-mail from PTA and trust from the Mountain Withc fall into this category).

Structured dialogue options (puppetland and polaris both have these).

Sensoria and Ritual Elements (polaris, again, has some of this in the latest draft. I have GMs who used to dim the lights, play music, etc.)

Enough to get you started for right now?

yrs--
--Ben

Re: Techniques

[identity profile] adamdray.livejournal.com 2005-04-21 11:43 pm (UTC)(link)
Mmmm. GNSy goodness. I ought to make a place on my wiki (or on the GNS wiki) for cataloging Techniques. It'd be a great brainstorming base for designers.

Re: Techniques

[identity profile] keirgreeneyes.livejournal.com 2005-04-22 01:21 pm (UTC)(link)
If you do, please post the link somewhere. I'd be interested in that.