Sojorn said:
There, I said it. You nearly made me fall out of my chair laughing.
Sojorn said:
I'd argue that a well-designed game would be able to bring players of different styles together, everyone getting what they want from the game without harming the styles of the other players. If the blog in question is any indication, the 4th edition designers are aiming to do exactly that.
I'd say that the 4e design team is focused on making a good game. Some of them may be familiar with these indie games, but -- if Ryan Dancey is any indication -- the Forge isn't high on their radar.
There are a number of different ways to look at this GNS thing -- all of which spiral into a tornado of death. Despite efforts to the contrary, everyone's understanding of Forge-speak is truly their own. So no one can agree on anything really. Heck, even Ron contradicts himself from time to time. Or at least he used to.
Many moons ago, Ron was pretty consistent about admonishing Forgites for representing GNS as a category of games. Like saying D&D was Sim or Donjon was Narr. His point, at that time, was that GNS represented types of play.
There were good reasons he had at the time. But for the most part, I felt it was kind of an end-around the whole "Gamist systems being used Narratively" issue. Hence, games became these collections of currencies and mechanics that encouraged different types of play.
That said, I think there are a couple of ways to view GNS. One is from the standpoint of figuring out how you want a game to play (defining the game experience, so to speak) and using that as a foundation for a game's design.
This is good for building focused games and has led to a lot of innovative games over there. Although I'd hazard to say that many of the indie superstars on the Forge either don't care enough about the theory to keep up with it or take the theory about as far as it can go and then abandon it in favor of just designing something that is fun. I mean, heck, the Pool was designed practically in a bubble -- with very little exposure to GNS (in my understanding).
And other games come short of flying in the face of GNS. But it's all okay because games can't be G, N or S. Confused yet?
That said, there's a heretical (or at least it used to be) train of thought that RPGs should attempt to support all these playstyles together. Some people over on the Forge thought this wasn't possible or was somehow inherently incoherent. There were a lot of good reasons they felt this way, mostly revolving around Sim play running counter to one or both of the other two.
Fair enough on that.
In any case, I'll give people the point that a game that tries to support all three will be unfocused and inherently incoherent. A Kludge, if you will.
But I would point out that GNS as playstyles isn't a set of three exclusive modes of being. It's not like you're a Dwarf, and Elf or a Human. Nope, I look at GNS as a dynamic spectrum. Some people stay in one area almost exclusively. But others shift dynamically, even within the same scene or game. And their expectations shift too.
I mean, I can Narr the hell out of a game. But then I turn into a complete monster when the dice come out -- or not -- depending on my mood. Which I change about as frequently as Britney Spears changes psychiatrists.
That's why I think a game like 4e, which appears to throw a bone to all the GNSers, is actually stronger in the long run. Because if I'm playing Mountain Witch and all of a sudden I want Sim in a scene, I'm suddenly getting the feeling I'm in the wrong game. Or if I want to go all Gamist in a combat in the Pool, there's strangely very little meat on the bone.
Whereas 4e, in almost a happy cosmic accident, appears to isolate these facets of the RPG experience into different areas of gameplay. Sim play has become more flavor text, than anything. Probably where it's belonged all along, IMO. While Gamist play is most concretely focused on combat. Narrativist play can be enjoyed in Non-Combat Encounters or in the general PC-decision-making process (where it's always lived in exile in the D&D system). So here we have a game that appears to give way to all different types of play -- but at different points in the play experience.
So rather than try to reconcile one versus the other. We just switch modes.
But I don't believe this full spectrum approach for 4e was anything other than a happy cosmic accident. Unlike some of the Forgites, I don't believe Perkins and Slavicsek sat the team down with a map of the Big Model and GNS and decided to design a game around that. I think they were focused on making a fun and highly playable game that did things they either always wanted D&D to do or did them better.
And while I agree fully with the other big capstone of Forge theory ("System Matters"), I think it should come with a big caveat called "Kludge Matters a Little Less" -- in that these funky, incoherent systems that encourage people to tinker, house rule and otherwise DIY to mold the experience to their expectations have less of an impact than more coherent rulesets. Add that to the glossary.
I was really big into the GNS thing for a while but I'm not anymore. So a lot of this may already have been addressed on the Forge. I pretty much left the Forge about 4 years ago. There was a lot of Metastasizing Terminology (almost like you weren't anybody until one of your catchphrases made it into the glossary) and by that point GNS and such had given me just about everything it had to give.
I also got to start seriously playing some of these games about 5-6 years ago and was disappointed to realize how sub-optimal some of them were for group cohesion and repeated play. In some instances, it really was a situation where something looked
so much better on paper than it was on the table. In others, it was just an instance of an RPG group taking a sharp right turn into a boardgame-style dynamic -- where each session we were starting over with some different, heretofore unheard of indie gem. So there was little investment on the part of anyone involved.
That said, I'm still a fan of indie games and support indie developers whenever I can. Despite my feelings on the shortcomings of many indie games, I still think some of our hobby's best innovations are coming out of the indie scene.