Ourph said:
To me, that clearly says the two models are describing different things as well as examining their subjects at very different "magnifications".
Are you talking about core GNS or the whole Forge family of models? This thread is asking about "G", "N", and "S".
As for Laws model looking at different aspects of the experience and then creating categories, can you name some categories (at the same level of abstraction as Laws' other categories) that you can represent in the GNS but not Laws' model?
Ourph said:
If the GNS model offered no further criteria for division than G, N and S I'd wholeheartedly agree with you. The fact that Ron thoroughly describes criteria that divide each of the three main branches of the model into more specific categories, IMO, addresses the issue of the three main categories being too broad.
Again, this thread asks about "G", "N", and "S", to the sub-categories. And the "G", "N", and "S" part of the GNS is about as far as most people who are not Forge regulars get. My concern is whether that top-level division is sensible or not. I don't think it is. I think it's designed to give a very specific form of play (called Narrativist) it's own privileged high-level category.
Ourph said:
Excellent point. You improved greatly on my analogy. My rejoinder would be, which is the more accurate way of describing a pizza? I would submit that both methods are equally accurate. I would also submit that both methods are not universally useful. If you're tweaking a recipe to improve the taste, you examine the ingredients. If you're breaking down the nutrition information, you examine the chemical components.
I would argue that most people, if they are looking to improve the taste of their pizza, would find a discussion of supermarket ingredients more useful than a discussion of chemisty. I claim that most people looking at role-playing style models are looking to improve the taste of their role-playing game, not to understand the nutritional breakdown. As such, I think Laws model is more useful for most people.
Further, I think that if we were to divide Pizza up into components, I think that Crust, Sauce, and Cheeze is more useful than compounds that contain Potassium and Compounds that don't contain Potassium.
Ourph said:
I think here you're talking more about human psychology than the actual validity of the models. If I understand you correctly, you're saying that a model that allows the vast majority of gamers to exclude "problem" players from the particular group they identify themselves with is generally better than one which lumps many other "good" players in with the "problem" players.
More accurately, I'm saying that enjoyment or problems occur because of style clashes. A model that doesn't distinguish styles that clash from each other isn't terribly useful in diagnosing problems or improving game quality.
Ourph said:
While it may make such a model more popular, I don't think it necessarily makes it more accurate. The GNS model does segregate Gamism (for example) into sub-groups based on other criteria, like Crunch vs. Gamble preferences. It also clearly defines the Hardcore Gamism phenomenon (strongly related to The Power Gamer group in Laws model) and makes it clear that it's merely a minor sub-category of Gamism.
Which still goes back to the point that just the "G", "N", and "S" don't tell you very much if you need to rely on sub-categories to make the important distinctions. And if the GNS thinks that all power-gamers are Gamists, I think it may be making an even more fundamentalist mistake, though the tendency to never attribute a negative style of play to the Narrativist camp makes that unsurprising.
Ourph said:
The two main problems I have with the Laws model are that 1) it does nothing to describe how the player groupings are interrelated;
And what does that tell you? In other words, what would you do with that information if you had it that you can't do with the Laws model?
Ourph said:
and 2) it lumps personality, style and purpose all under one heading and assumes that the limited definitions it gives are adequate to describe the behavior of all gamers (i.e. it's a one dimensional model).
For example, let's say I've got a player who always speaks in character, always creates characters with deep and interesting personal backgrounds and always plays Fighters or Barbarians dedicated to stamping out evil, who seek every opportunity to kick butt on the teeming chaotic hordes in the nearest dungeon (but give long sylliloques on the righteousness of their cause both before and after the battle). It seems like he would fit both the Method Actor and the Butt Kicker profile. Where do you put him in the Laws model?
That actualy describes me pretty well. Realizing that Laws' categories are not exclusive or "pick only one", I'd call him a Method Actor and Butt Kicker. In fact, I'd argue that the GDS, GNS, and other models don't work very well as exclusive categories, either. The way the three-way models generally solve the same problem is by defining the categories as a triangular space that a point can be placed within, which is simply another way of saying 50/50 or 60/40.
Ourph said:
If you plug him into either one, you're ignoring many aspects of his play style and personality.
Which is exactly why so many people not only reject but resent the GDS and GNS. The styles that they place in opposition are not always in opposition.
Ourph said:
If you simply say he's some mix of both (50/50 or 60/40 or whatever) then the Laws "model" doesn't really define anything concrete, it just offers some colorful descriptions that may or may not apply to any real world archetypes.
Of course it defines concrete things. Otherwise, I couldn't say that I am a Method Actor and a Butt Kicker with a Tactician streak but I'm not a Power Gamer, Storyteller, Specialist, or Casual Gamer. And once a GM knows that, they'll have a pretty good idea of what I'm looking for in a game. A model does not have to have exclusive categories to be valid. That's like saying that pie-charts are the only way valid way to represent data, but that limits you to representing things only in terms of values that add up to 100%. Why?
It's that insistence of exclusivity that makes so many people, including well-respected authors of role-playing material, reject the GDS and GNS. Those models leave no place for what Ryan Dancey called the "basic role-player" in the WotC model, the only one backed by actual survey data and research, by the way. The person who likes a little of this and a little of that can't be defined in any exclusive model.