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
*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
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Of Mooks, Plot Armor, and ttRPGs
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="Manbearcat" data-source="post: 8964518" data-attributes="member: 6696971"><p>My understanding of the primary difference of the S in the GDS model vs the S in the GNS model is the following:</p><p></p><p><strong>GDS</strong>: Simulation here is primarily interested in <strong>facilitating a functional Gamist layer from moment to moment</strong>. Its about building out a working model, nailing down causal relationships, preoccupied with internal consistency so that players decision-trees are sufficiently informed to explore and resolve challenges in an imagined space.</p><p></p><p>If an <em>“experiential quality of <strong>being there</strong>”</em> is achieved…well sure, but that’s somewhere in the 2nd/3rd order effect of <em>by-proxy</em> and <em>incidental</em>.</p><p></p><p><strong>GNS</strong>: My understanding here is the agenda is concerned with the <strong>sustained “experiential quality of <em>being there</em></strong>” whether “there” is an imagined space underwritten by genre trapping and trope or something more akin to our material world (modern or historical). </p><p></p><p>If the execution of that primary goal facilitates another functional layer of challenge-based play (regardless of what that challenge may be), it is incidental as all focus of design and play operationalizing should be on the primary goal.</p><p></p><p>[HR][/HR]</p><p></p><p>Ironically, the GNS version is a speculative means to its own end while the GDS version is a means to the “G” end (while embracing the by-proxy/incidental part).</p><p></p><p>That is my understanding. Specificity and breadth of focus and design goal + goal’s relationship with incidentals. Could be subtly wrong (or worse) here as its not something I’ve been preoccupied with historically, but that is my sense of things.</p><p></p><p>[HR][/HR]</p><p></p><p>Finally, yes, you absolutely can have Sim design goals and execution that suck at creating an “experiential quality of being there” or suck at “facilitating Gamism” or suck at both.</p><p></p><p>And you can also have people that don’t actually understand what the experiential quality of being there is cognitively like because they have little to no first-hand experience and are relying on their imaginings and internalizing of genre tropes as (mistaken) cognitive shorthand. But boy will they be sure to tell you that well-designed system or someone with actual experience is wrong on the matter!</p><p></p><p>The suite of 4e Defender mechanics is the mother load of this one. I’ve grappled my whole life, I’ve been in multiple physical conflicts with 3-5 people, and I’ve played football and basketball my entire life. The integrated area/participant control suite of abilities in 4e Fighters is easily the best version of this ever on offer (amazingly managing the G, both versions of S, while facilitating the address premise of GNS N), yet the “THIS IS THE WORST/MOST RIDICULOUS/MOST VIDEO GAMEY THING EVER” refrain by a loud cohort of detractors/agitators bent on burning everything to the ground was absolutely deafening.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8964518, member: 6696971"] My understanding of the primary difference of the S in the GDS model vs the S in the GNS model is the following: [B]GDS[/B]: Simulation here is primarily interested in [B]facilitating a functional Gamist layer from moment to moment[/B]. Its about building out a working model, nailing down causal relationships, preoccupied with internal consistency so that players decision-trees are sufficiently informed to explore and resolve challenges in an imagined space. If an [I]“experiential quality of [B]being there[/B]”[/I] is achieved…well sure, but that’s somewhere in the 2nd/3rd order effect of [I]by-proxy[/I] and [I]incidental[/I]. [B]GNS[/B]: My understanding here is the agenda is concerned with the [B]sustained “experiential quality of [I]being there[/I][/B]” whether “there” is an imagined space underwritten by genre trapping and trope or something more akin to our material world (modern or historical). If the execution of that primary goal facilitates another functional layer of challenge-based play (regardless of what that challenge may be), it is incidental as all focus of design and play operationalizing should be on the primary goal. [HR][/HR] Ironically, the GNS version is a speculative means to its own end while the GDS version is a means to the “G” end (while embracing the by-proxy/incidental part). That is my understanding. Specificity and breadth of focus and design goal + goal’s relationship with incidentals. Could be subtly wrong (or worse) here as its not something I’ve been preoccupied with historically, but that is my sense of things. [HR][/HR] Finally, yes, you absolutely can have Sim design goals and execution that suck at creating an “experiential quality of being there” or suck at “facilitating Gamism” or suck at both. And you can also have people that don’t actually understand what the experiential quality of being there is cognitively like because they have little to no first-hand experience and are relying on their imaginings and internalizing of genre tropes as (mistaken) cognitive shorthand. But boy will they be sure to tell you that well-designed system or someone with actual experience is wrong on the matter! The suite of 4e Defender mechanics is the mother load of this one. I’ve grappled my whole life, I’ve been in multiple physical conflicts with 3-5 people, and I’ve played football and basketball my entire life. The integrated area/participant control suite of abilities in 4e Fighters is easily the best version of this ever on offer (amazingly managing the G, both versions of S, while facilitating the address premise of GNS N), yet the “THIS IS THE WORST/MOST RIDICULOUS/MOST VIDEO GAMEY THING EVER” refrain by a loud cohort of detractors/agitators bent on burning everything to the ground was absolutely deafening. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Of Mooks, Plot Armor, and ttRPGs
Top