GNS / Big Model Open House : comments.
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(no subject)
"For a given instance of play, the three modes are exclusive in application. When someone tells me that their roleplaying is "all three", what I see from them is this: features of (say) two of the goals appear in concert with, or in service to, the main one, but two or more fully-prioritized goals are not present at the same time." etc.
Not that GNS isn't a useful method of discussing gaming styles and design points, but it seems here, at least, that Ron is making a claim that is backed up by claiming that anyone who doesn't understand his point is commiting synedoche.
(no subject)
It's like... let me make a physics analogy.
Someone shows up on a physics forum. "I'm super exciting about relativity. I have this idea about how anti-matter particles have negative mass, and are repelled by gravity." You would need to explain to them that, no, according to relativity theory anti-matter particles don't have a negative mass, and aren't repelled by gravity. Now, they could be right or wrong about their particles with respect to nature. But they are definitely wrong with respect to the theory.
yrs--
--Ben
(no subject)
GNS Theory seems to err very much on the "GNS theory doesn't allow for that, so you're wrong" side of things.
But anyway.
Here's a question for you, so I don't completely subvert your intentions of th is post:
My understanding of Gamism vs. Simulationism is thus: A Gamist doesn't care if a game is 'realistic' or 'accurate' or 'internally consistant', so long as they can use the system to their best advantage. A simulationist doesn't care if they can power game, so long as the system is internally consistant and/or realistic (I'd prefer to say 'believable in the context of the game world', but I'm unsure if there's a special GNS term for that). Is that accurate?
(no subject)
1) Explain it without the theoretical terms.
2) Understand the theoretical terms well enough to explain it.
3) Develop their own set of theoretical terms, explain all of them, and then use those to explain their play experiences.
The fact that theory has been explained, historically, with a lot of hand-waving and "y'know..." probably accounts for some of this.
(no subject)
Beyond that, most of the misunderstanding usually falls in this format:
"Hi, I played Game X, in a Sim fashion, with red dice"
"But I played with green dice!"
"Uh, you can use whatever color dice you want."
"But I've always gotten Sim play, and I've always used green dice! Now you're telling me red dice will work too?"
"Yes. The dice are irrelevant to the other issues!"
"But, if the color of the dice doesn't matter, your whole theory is bunk!"
"The color of the dice doesn't change what game you're playing, or how you play it..."
"Sez you! You don't know the first thing about roleplaying!!! Next thing you'll tell me is that I can have fun with elves whose ears are only 2.5 inches long..."
Yep.
(no subject)
yrs--
--Ben
(no subject)
If your answer is no, stop reading now.
"My understanding of Gamism vs. Simulationism is thus: A player with a Gamist creative agenda for the game doesn't care if the game is 'realistic' or 'accurate' or 'internally consistent,' so long as they can have meaningful challenge and/or competition during play. A player with a Simulationist creative agenda for the game doesn't care if they experience meaningful challenge and/or competition so long as the elements of exploration are any of internally consistent, realist, or conforming to another clear-cut standard."
I would say that that is accurate.
The elements of exploration (http://www.indie-rpgs.com/articles/2/) are Setting, Situation, System, Character and Color.
(no subject)
yrs--
--Ben