Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
Community
General Tabletop Discussion
*TTRPGs General
GNS - does one preclude another?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Ariosto" data-source="post: 5124555" data-attributes="member: 80487"><p>[The definitions in Wik's OP struck me as more common sense than what I recalled from Forge discussions, so I turned to "The Provisional Glossary".]</p><p></p><p><a href="http://indie-rpgs.com/_articles/glossary.html" target="_blank">http://indie-rpgs.com/_articles/glossary.html</a></p><p></p><p>Gamism (Gamist play) One of the three currently-recognized Creative Agendas. The term was first proposed by Mary Kuhner for the Threefold Model; its usage is very similar in the Big Model. See Step On Up.</p><p></p><p>Step On Up Social assessment of personal strategy and guts among the participants in the face of risk. One of the three currently-recognized Creative Agendas. As a top priority of role-playing, the defining feature of Gamist play. </p><p> </p><p>Narrativism (Narrativist play) One of the three currently-recognized Creative Agendas. See Story Now. </p><p> </p><p>Story Now Commitment to Addressing (producing, heightening, and resolving) Premise through play itself. The epiphenomenal outcome for the Transcript from such play is almost always a story. One of the three currently-recognized Creative Agendas. As a top priority of role-playing, the defining feature of Narrativist play. </p><p> </p><p>Premise (adapted from Egri) A generalizable, problematic aspect of human interactions. Early in the process of creating or experiencing a story, a Premise is best understood as a proposition or perhaps an ideological challenge to the world represented by the protagonist's passions. Later in the process, resolving the conflicts of the story transforms Premise into a theme - a judgmental statement about how to act, behave, or believe. In role-playing, "protagonist" typically indicates a character mainly controlled by one person. A defining feature of Story Now. </p><p> </p><p>Simulationism (Simulationist play) One of the three currently-recognized Creative Agendas. See The Right to Dream. </p><p></p><p>Right to Dream, the Commitment to the imagined events of play, specifically their in-game causes and pre-established thematic elements. One of the three currently-recognized Creative Agendas. As a top priority for role-playing, the defining feature of Simulationist play. See <em>Simulationism: the Right to Dream</em>. </p><p></p><p> [That's a dead end. Back to Google. Ah, here we are.]</p><p></p><p><a href="http://www.indie-rpgs.com/articles/15/" target="_blank">http://www.indie-rpgs.com/articles/15/</a></p><p></p><p>[Ladies and Gents, the amazing Ron Edwards]</p><p></p><p>Simulationist role-playing has a great deal of power and potential. In the previous essay, I wrote that it "... is expressed by enhancing one or more of the listed elements [Character, Setting, Situation, System, Color]; in other words, Simulationism heightens and focuses Exploration as the priority of play. The players may be greatly concerned with the internal logic and experiential consistency of that Exploration." </p><p></p><p>Pound for pound, Basic Role-Playing from The Chaosium is perhaps the most important system, publishing tradition, and intellectual engine in the hobby - yes, even more than D&D. It represents the first and arguably the most lasting, influential form of uncompromising Simulationist design. </p><p></p><p>Q: Can Simulationist design be Abashed? </p><p> </p><p>A: Sure. "Abashed" refers to design that must be Drifted in order to play because incompatible priorities are present among different parts of the rules. It's different from Incoherent design in that such Drift is easy and minor. Technically, an Abashed game is already at least two modes (or sub-modes); e.g. I've said that Little Fears represents Abashed Narrativist design, but it should really be called Abashed Narrativism/Simulationism. </p><p></p><p>[There's plenty more where those excerpts came from!]</p></blockquote><p></p>
[QUOTE="Ariosto, post: 5124555, member: 80487"] [The definitions in Wik's OP struck me as more common sense than what I recalled from Forge discussions, so I turned to "The Provisional Glossary".] [URL]http://indie-rpgs.com/_articles/glossary.html[/URL] Gamism (Gamist play) One of the three currently-recognized Creative Agendas. The term was first proposed by Mary Kuhner for the Threefold Model; its usage is very similar in the Big Model. See Step On Up. Step On Up Social assessment of personal strategy and guts among the participants in the face of risk. One of the three currently-recognized Creative Agendas. As a top priority of role-playing, the defining feature of Gamist play. Narrativism (Narrativist play) One of the three currently-recognized Creative Agendas. See Story Now. Story Now Commitment to Addressing (producing, heightening, and resolving) Premise through play itself. The epiphenomenal outcome for the Transcript from such play is almost always a story. One of the three currently-recognized Creative Agendas. As a top priority of role-playing, the defining feature of Narrativist play. Premise (adapted from Egri) A generalizable, problematic aspect of human interactions. Early in the process of creating or experiencing a story, a Premise is best understood as a proposition or perhaps an ideological challenge to the world represented by the protagonist's passions. Later in the process, resolving the conflicts of the story transforms Premise into a theme - a judgmental statement about how to act, behave, or believe. In role-playing, "protagonist" typically indicates a character mainly controlled by one person. A defining feature of Story Now. Simulationism (Simulationist play) One of the three currently-recognized Creative Agendas. See The Right to Dream. Right to Dream, the Commitment to the imagined events of play, specifically their in-game causes and pre-established thematic elements. One of the three currently-recognized Creative Agendas. As a top priority for role-playing, the defining feature of Simulationist play. See [I]Simulationism: the Right to Dream[/I]. [That's a dead end. Back to Google. Ah, here we are.] [URL]http://www.indie-rpgs.com/articles/15/[/URL] [Ladies and Gents, the amazing Ron Edwards] Simulationist role-playing has a great deal of power and potential. In the previous essay, I wrote that it "... is expressed by enhancing one or more of the listed elements [Character, Setting, Situation, System, Color]; in other words, Simulationism heightens and focuses Exploration as the priority of play. The players may be greatly concerned with the internal logic and experiential consistency of that Exploration." Pound for pound, Basic Role-Playing from The Chaosium is perhaps the most important system, publishing tradition, and intellectual engine in the hobby - yes, even more than D&D. It represents the first and arguably the most lasting, influential form of uncompromising Simulationist design. Q: Can Simulationist design be Abashed? A: Sure. "Abashed" refers to design that must be Drifted in order to play because incompatible priorities are present among different parts of the rules. It's different from Incoherent design in that such Drift is easy and minor. Technically, an Abashed game is already at least two modes (or sub-modes); e.g. I've said that Little Fears represents Abashed Narrativist design, but it should really be called Abashed Narrativism/Simulationism. [There's plenty more where those excerpts came from!] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
GNS - does one preclude another?
Top