People consistently refer to 4E here as "gamist", when it's mostly played as a Right to Dream (i.e. simulationist) game, where the focus is on simulating heroic action adventurers kicking ass and taking names throughout a string of connected, linear "set-piece" encounters.
I have necer experienced 4E played in that mode. I can quite believe that there are some people who do play it that way, but I'm not at all convinced that either of us know whether or not they constitute 'most' of the players of 4E.
I do, however, think that, compared to other systems I have played, D&D is quite poor at supporting Simulationist play. The reasons why I explained above, but basically are around experience points, 'levelling up' and hit points. And not because they are "unrealistic".
I've read the GNS theory and don't believe it has any real use other than causing arguments.
OK, but what I was asking was what is your belief based on?
I have no problem understanding what I'm doing. When I play any RPG w/my friends I am, hopefully, having fun. Someone on the internet trying to pigeonhole it means zero to me.
Pigeonholing means nothing to me, either - but that is not what GNS as I understand it tries to do. Maybe you have reached a different understanding of it; I'm interested in why and how you have done that.
The past roughly decade of internet RPG discussions that end up devolving into people throwing GNS terms at each other have been more than enough to make me hate it.
So the way some internet posters have misused the terms has soured you to them? I can understand that.
Nice way to imply that if I don't understand GNS that I won't understand what I'm doing.
Sorry, that was not my intent. Let me rephrase the point:
- GNS is an attempt to understand the motivations of people while roleplaying
- You say you abhor the 'GNS stuff'
- But you not only don't say why it's a poor way to understand roleplaying, you say things that imply you misunderstand it yourself.
So I asked what your reason for disliking GNS was. It appeared not to be that GNS is a flawed system of understanding roleplaying - what's left as a reason? I thought of (i) being opposed to the very idea of seeking understanding, (ii) thinking that "theorising" is just a waste of time and (iii) having bad experiences with those espousing the theories that set you against them. From your responses so far I am inclined to think it's the last one, but I am still very unsure.
This is a great example of why people hate the theory. The ones who use it generally come off as rather elitist and know it all.
This comment, specifically, seems to point to the last explanation.
But my explanations are probably not even a complete list, and hence the reason for me asking, rather than just trying to divine the answer from your posts.
GNS doesn't enhance anything IMO, it's just a way for some people to throw around terms that they think are important, but inform nothing.
Well, they inform me. I realise that this might hold no value for you, but your virulence against GNS makes me think that there must be something beyond them "not having value for you" to make you feel the way you do.
I'm not a mod or anything, but that's pretty insulting.
I have explained above why I didn't think that was the case, but if it sounded that way I apologise for that misstep.
It's also completely offbase. GSN is a somewhat useful set of benchmarks for use in comparing playstyles or systems or campaigns, etc. It is not the "TRUTH" any more than the metric system produces truer measurements than the english system.
Actually, I don't think GNS is either of those things. It specifically does not talk about systems, it really only addresses a part of what might be called 'playstyle' and it hardly really applies to campaigns. It's really just about what the players have as the focus of their attention in the moment of actual play. All the other stuff - the systems and the routines and habits formed by the group - simply may support one or other of the available focuses of attention. Or may support none of them, specifically.
There were GMs and players who knew what they were doing before anyone ever dreampt up the GSN definitions, and there are GMs and player now who can quote you chapter and verse about GSN today and still run a boring game.
Absolutely true. Knowledge of theory has never guaranteed facility with the practical art. Theory does, however, give a perspective and a clarity of vision that can help a reasonably competent practitioner of the practical art. Practical art is useful on its own, theory is not, but the two combined will always be superior to either alone.
As far as not wanting to know... *shrug* Talk to a drama major some time, they'll often tell you that taking classes on cinematography is an excellent way to ensure you'll never enjoy another movie again. Once the tool kit is laid bare, the magic goes away and all you can think it "Hey! He stole that line from the 1962 remake, and using a dissolve instead of a fade ruins the sub-text anyway."
Yes, indeed - and that analogy would be a good explanation of why someone does not wish to bother understanding GNS theories. But seldom do I hear anyone going around saying that cinematography is "crap" or that it's "useless navel-gazing". I am interested in what causes that, rather extreme, reaction - not in what causes disinterest.