GNS - which are you?

The definitions as given don't really seem to reflect my preferences. I suppose I'm somewhere betweeen gamist and simulationist myself. I am most definitely not a narrativist. The heavy story-driven stay-in-character-at-all-times type of game rarely appeals to me. I don't like a game that is totally metagamey especially as a DM, but I prefer a playing environment where everyone knows it's just a game and doesn't bother taking things too seriously.
 

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As someone who reads and enjoys the Forge, I have to say that a quick skim of GNS isn't going to be helpful to anybody. It's not that complicated a theory, but it really doesn't click unless you've read the other related articles (such as the Big Model) and are comfortable with the author's specific definitions for the words he uses. (For example, "Narrativist" does NOT mean "Possessing a narrative.", it refers to use of Premise in a specific fashion.)

Even the author would tell you that looking at GNS without the other elements (such as Exploration) isn't going to give you anything useful. I've seen the theory misapplied and misunderstood for months and months over on RPG.net, and I'd hate to see it happen here.

I do suggest that if you see anything interesting in the theories, you browse around the Forge. I personally stay out of GNS discussions whenever possible, but there's still a lot of value I get from that site.
 

Articles are arranged here.

I prefer the articles on Fantasy Heartbreakers; it brings to light a great exercise that most of us have tried: reworking D&D to our own fashion and examining what we changed and what we kept to better understand what we want from games.
 


rycanada said:
70 Narr, 30 Gam, although I've always prefered the term "Dramatist" rather than "Narrativist" on that part of the scale, since it also helps denote non-narrative elements of dramatic play that neither Gamist nor Simulationist capture. For example, in my campaigns, there is very little that would be denoted as constructing or conveying themes - but both gamist and simulationist considerations take a back seat to character development and opportunities for in-character thinking.

That's Simulationism with an emphasis on Exploration of Character. Simulationism (despite numerous misconceptions) isn't always about combat. Any time you're focused on verisimilitude (whether it's concerning character reactions to the death of a loved one, political intrigue or how much damage a longsword does in combat) you're probably engaged in Simulationist play.

It's really not possible to talk intelligently about GNS without understanding the other aspects of the model like Exploration, Stance and resolution mechanics.
 
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PapersAndPaychecks said:
Edwards specifically states that according to his view, Gary Gygax is a very hardcore Simulationist. I think that this tells us more about Edwards than it does about what a Simulationist is.

The actual point Ron Edwards makes is that the rules of the games Gary has written have included very hardcore Simulationist elements. Including level limits for demi-humans to reinforce the humanocentric nature of the D&D milieu, explanations on the real-world basis for the function of abilities such as infravision and ultravision and the detailed description of monsters/magic items/artifacts/spells with game-world history and story elements included are all examples of facilitating the Exploration of different aspects of the shared-imagined space (i.e. Simulationism). Even if you eliminate the combat rules entirely from the discussion, AD&D still falls heavily on the Simulationist side of the spectrum in terms of how the rules are written.

In fact, Ron specifically says in several places throughout his essays that using GNS to "define" a particular person isn't useful and it's not what the model was created to do. The model defines particular instances of play and establishes a framework in which to discuss how particular game rules facilitate or detract from creating instances of a particular GNS type. The discussion of how different GNS priorities within players in the same group can cause friction is really secondary to the game design aspect of the model (and doesn't imply, at all, that anyone can ever be defined strictly as either G, N or S or even any combination of the three).

For example, I would say that I enjoy a game that is, for the most part, Simulationist. If I'm not engaging in Simulationist play, I'd rather default to Gamist than Narrativist. However, I absolutely hate exploring Character. So defining me as a Simulationist doesn't really do a lot of good unless you look into the other aspects of the model, because you could plop me into a heavy Sim game with a focus on Exploration of Character and I'd be miserable, even though I just stated I prefer Simulationist play.

By Edwards' definitions I am also a Simulationist, as is pretty much anyone who plays a system where you micromanage details like initiative scores, "to hit" rolls and damage with separate rolls.

That's just not true. You're either misunderstanding or misrepresenting what Ron says about the model. Micromanaging details isn't a defining factor of any aspect of GNS. Gamist play can focus on those details just as much as Simulationist play can. In fact, some Gamist play is centered around numbers heavy combat and the challenge of play is not only doing well vs. opponents in-game, but being able to master the rules of the game better than the other players/opponents out-of-game. It's the motivation behind the focus on the numbers (verisimilitude = Simulationist vs. working the system = Gamist) that's important.

Once again, using the model as a sort of gamer "personality profile" is an incorrect application of the theory. GNS defines instances of play, period. The only way this can be applied to a person is by saying "Gamer X prefers to engage in or tends to engage in instances of play that fall under the heading of blank". Even then, you've only got a partial picture of that person's gaming habits/preferences.
 
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Let's just say that I have read the pseudointellectual casuistry perpetrated by Mr Edwards, and I think it unlikely that I've misunderstood him. I've very little time for his definitions or his apologists.
 

PapersAndPaychecks said:
Let's just say that I have read the pseudointellectual casuistry perpetrated by Mr Edwards, and I think it unlikely that I've misunderstood him. I've very little time for his definitions or his apologists.

Fair enough. I won't take up any more of your time.
 

The Shaman said:
55% sim / 35% game / 10% nar.

I'm not telling a story - I'm creating the environment from which a story emanates.

That I'd have to disagree on. I'm probably 35 nar, 35 sim and 30 game. True it is a game and true the enviroment does drive the story, but it is also the DM's role to make the actions and words of the pcs blend well into the world to forma comprehensive story. I see D and D like an anthology. First you have the world, a created artificial enviroment. Then You might have 5 or 6 writers(players) who are damned good and they write wonderful stories in this world. But it all comes down to the editor to bring it all together and make sure that it makes sense and the story's are going somewhere. I'd say the essence of dungeons and dragons is in its very core, make believe, and that's nothing but story telling. The rules or game part is only there to make sure everything is on the same playing field. And even then the DM still has to make sure that the story is not compromised by rules than in reaility are not always constant. The players drive the story and move it in different directions but the DM makes sure the story is always going somewhere important.

I'd have to agree with the player who said if they wanted more game, they'd play a board game or tacticle sim.
 

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