Nope. Not at all close, actually. GNS is looking at what people want out of games -- what their agenda for play is. It carves out 3 large groups:I have never been to the forge, I don't even pretend to understand half there jargon, but I will try.
RPG theory of GNS is just a break down of weather the game itself is more important or the story that the game creates is more important.
They aren't? I mean, if I like getting together with friends, it really doesn't matter what game we're playing. If I'm looking to decide what game to play, hanging out with friends isn't an input -- what those friends like and what they want from a game is, though.So in its most simple terms, RPG Theory is just about asking the question, "Why is playing an RPG fun?" The idea was that if we could figure out why exactly RPG's are fun and develop a technical language for talking about that, then we as designers and referees could run games that were more fun. That is, people in RPG theory believed that RPGs were both an artform and that creating good RPGs was a skill or a craft, and as such the creation of them could benefit from a formal theory just as you have for example Music Theory to discuss why music sounds good.
GNS developed out of that conversation. And people thinking about this first said, "Well, it's fun because you get to explore an imaginary world and that imaginary world is like a wonderful toy that you can play with and examine and learn from." And then some other people said, "Well, RPG's are fun because you produce a story, and humans love to tell stories. And with an RPG you get to be both an actor in and author of your own story." And then, after a while, some other people said, "Wait a minute. We are forgetting that first and foremost, RPG's are a game, and like any game what is fun is overcoming a challenge. RPGs present you with puzzles to solve and tactical situations to figure out and challenge your logic and creativity, and then when you solve the puzzles it feels good. You get a jolt of pleasure."
Those three ideas became the basis of GNS theory. And at it's heart when you cut away all the jargon, that's what GNS is about.
And then GNS went to some really dark places starting with a couple of what I now feel are enormously wrong headed assumptions.
The first of these was that these three ways of having fun were the only ways of having fun that were intrinsic to an RPG. People who talked about other ways that they enjoyed RPGs - like the fact that they got to hang out with friends regularly - were told that that was just incidental to the game and not intrinsic to it.
Right, and this I agree with -- you can't prioritize these things at the same time. I can point to so many threads here at ENW and point out how they're a direct conflict between the Sim and Gamist agendas. What are hitpoints is a perfect example -- some people really need hitpoints to be clearly explained by the fiction, and others don't care because they're just an artifact to make combat fun and challenging. Rest rules in 5e are the same. CR/encounter balance is the same. Leomund's Tiny Hut is an interesting point where both agendas agree it's terribad, but for different reasons (it doesn't make sense in the world versus it negates challenges trivially).People also noted that at times the different ways to have fun were in conflict. Sometimes if you wanted to have a good story, you might make choices that were sub-optimal for winning. And from this observation and others like it, people - and particularly a guy named Ron Edwards - made the false assumption that each of the three ways of having fun were always mutually exclusive. The same game could not cater to all three types of fun at the same time.
Right, now here we're better. If we're going to treat the Forge as a monolithic block of people (which would be like saying the 5e forum is a monolithic block) and not a few loud speakers (we don't have those here, certainly!) then you can argue that there was a drift towards exclusion using GNS. I think that games can absolutely cater to multiple agendas, but this is allowing players to select how they use that game rather than the game supporting multiple ones simultaneously. Mostly it's Gamism that's the middle-man here. You can have a Sim or Gamist game, or you can have a Story Now or Gamist game. It's nearly impossible to align Sim and Story Now. Mostly because Story Now discards any concern for verisimilitude as means to adjudicate action. Verisimilitude in Story Now is an after action issue -- you resolve, then align. Sim is about aligning, then resolving. Very backwards from each other, very hard to align. Gamism can work in either configuration, so really is more about 'is there enough challenge-based play available?' Blades in the Dark is a good example of having enough mechanical heft to it's engine that it can be bent into Gamism pretty easily. But, yeah, GNS is a reasonable tool to evaluate and consider, not a straighjacket to be applied with formal rigor to exclude.Along those lines, people in GNS assumed that the maximum fun was achieved when a game knew what sort of fun people had playing it and that game catered exclusively to that sort of fun with rules that would never get in the way of the particular sort of fun that made that game fun. Games that had rules that seemed to cater to more than one type of fun were disparaged. The idea that one player could be having all three sorts of fun at the same time, and that perhaps for most players and table fun was maximized when a game deliberately catered to multiples sorts of fun was outright dismissed because it contradicted the theory. The theory was taken to be more true than experience. What the theory predicted was taken to be true, and any experience that contradicted the theory was taken as proof that the person wasn't actually a very good RPG player.
Okay... not sure on this without any particulars.But perhaps even worse, the GNS people made predictions about which rule sets catered to which sorts of fun which IMO have been at this time conclusively proved wrong to just about everyone but a few GNS true believers.
Yup, same for me. I'm not a particular fan of it, but it's a terribly useful tool to look at things. The best thing that came out of the Forge and GNS is codifying and bringing forwards Story Now, which really only hit it's stride post Forge with Apocalypse World.That said, for all the self-evident failings of GNS theory, I think the fact that it started the discussion has proven useful. It might bear no more relationship to what actually makes a game fun than the theory of four elements - earth, air, fire, and water - has to real world chemistry, but you have to start somewhere.
To me, "RPG Theory" is trying to explain RPGs in order to help design new RPGs. Not from a game mechanic perspective (though theory can help with figuring out why mechanics aren't working or aren't fun) but from a larger perspective - what makes people want to play RPGs? Why do they work? What makes them fun? What can you see if you look across lots of different RPGs to see where they're similar? Where are they different? Why are they different? Do those differences matter? If they do, why do they matter? etc.First we have to ask: "What is an RPG theory?"
If someone could explain that in simple words, that would already be very helpful,

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.