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"Gamism," The Forge, and the Elephant in the Room
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<blockquote data-quote="innerdude" data-source="post: 5794674" data-attributes="member: 85870"><p>I agree. My original idea was not to denigrate Gamism as a play style, only to assert the primacy of Simulation and Narrative ahead of Gamism as a defining quality of the table-top RPG as a genre. </p><p></p><p>When I say "subordinate," I don't mean it in the sense of, "These play styles should take preference over Gamism," though re-reading my original post it comes across that way. I mean subordinate in the sense that Gamism only naturally arises as a consequence of creating a framework to support the other two first. There is no Gamist framework in RPGs without deferring at the very least to the needs of Narrativism ("Let's all pretend together, and here are the stories we want to tell"). </p><p></p><p>In fact, I strongly suspect that the real hierarchy of importance in RPGs is likely</p><p></p><p>1. Narrativism</p><p>2a. Simulationism </p><p>2b. Gamism</p><p></p><p>where 2a and 2b are interchangeable and mutable depending on group and circumstance. </p><p></p><p>The point of an RPG is, really, to "tell a story." The other two arenas are more about creating the "purpose" of the story, or defining the "reward" for successfully engaging with the narrative. "In this context, what inherent properties of the narrative milieu have brought about the current situation, and how do we manage it?" </p><p></p><p>Simulationism looks at the answer as more of an "observational state," and tries to work backwards and forwards to produce "The Dream." </p><p>Gamism looks at it as more of an opportunity to explore the nature of the challenge itself, and find satisfaction in its conclusion. </p><p>Narrativism doesn't care either way about the resolution, so long as it contains a core human emotional "truth." </p><p></p><p>For RPG game design purposes, then, I think the first question comes down to, "What kinds of stories do you want to tell?" The mechanics you use to support the stories will then create the opportunities to engage in either of the other two.</p><p></p><p>In other words, you can't have a "Gamist" (or "Simulationist") RPG <em>without first actually having an RPG</em>. The nature of the genre demands that something else be in place before you have "Gamism" (or "Simulationism") within it. To me, that's the real core of the RPG "social contract."</p></blockquote><p></p>
[QUOTE="innerdude, post: 5794674, member: 85870"] I agree. My original idea was not to denigrate Gamism as a play style, only to assert the primacy of Simulation and Narrative ahead of Gamism as a defining quality of the table-top RPG as a genre. When I say "subordinate," I don't mean it in the sense of, "These play styles should take preference over Gamism," though re-reading my original post it comes across that way. I mean subordinate in the sense that Gamism only naturally arises as a consequence of creating a framework to support the other two first. There is no Gamist framework in RPGs without deferring at the very least to the needs of Narrativism ("Let's all pretend together, and here are the stories we want to tell"). In fact, I strongly suspect that the real hierarchy of importance in RPGs is likely 1. Narrativism 2a. Simulationism 2b. Gamism where 2a and 2b are interchangeable and mutable depending on group and circumstance. The point of an RPG is, really, to "tell a story." The other two arenas are more about creating the "purpose" of the story, or defining the "reward" for successfully engaging with the narrative. "In this context, what inherent properties of the narrative milieu have brought about the current situation, and how do we manage it?" Simulationism looks at the answer as more of an "observational state," and tries to work backwards and forwards to produce "The Dream." Gamism looks at it as more of an opportunity to explore the nature of the challenge itself, and find satisfaction in its conclusion. Narrativism doesn't care either way about the resolution, so long as it contains a core human emotional "truth." For RPG game design purposes, then, I think the first question comes down to, "What kinds of stories do you want to tell?" The mechanics you use to support the stories will then create the opportunities to engage in either of the other two. In other words, you can't have a "Gamist" (or "Simulationist") RPG [I]without first actually having an RPG[/I]. The nature of the genre demands that something else be in place before you have "Gamism" (or "Simulationism") within it. To me, that's the real core of the RPG "social contract." [/QUOTE]
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