Holy smoke!
@clearstream ,
@Maxperson ,
@pemerton . I am tagging you because you seem to be the ones most into the GNS part of this discussion. In light of pemerton's very enlightening correction of me I suddenly realized there is a seemingly obvious and simple model for play that has a structure that seem very close to my new understanding of GNS. I would be extremely happy if you try to evaluate the merit of this model, and
separately the proposed connection to GNS.
1: Play starts as the participants align on a question to address.
2: In order to address it the participants need to establish:
2a: What answers are
possible?
2b: What answers are
preferable?
3: Which of the possible and preferable answers should we establish?
Step 2a and 2b can be done in any order, or back and forth (like suggest a preferred solution, then evaluate if it is possible, and if not go back to find a new preferred solution)
Each of step 2a, 2b and 3 can spawn new questions that need to be addressed using this structure before returning to this initial question.
Each of 2a 2b and 3 can be addressed trough (role)play.
Once the root question has been resolved, the group need to align on a new question to resolve.
Constructed example of play:
We are having a traditional setup of D&D. The DM describes the characters entering an underground library. The implicit question is are they going to do anything meaningful there, or if not where to go next?
Play proceeds to the players asking question like "what sort of books are here?" "I am looking for other exits" "I search for traps on the sliding bookshelf secret door we found" This play revolves around 2a, trying to figure out what is possible.
After having found that the bookcases only contain boring fan-fiction of known works, there is a locked (untraped?) door with sounds of small feet running around behind and a secret door with a nasty trap they were unable to disarm the characters enter a heated debate over which way they should go next. The fighter want to open the door, while the rogue want to try a long shot at triggering the trap without anyone getting hurt. They bring up relevant experiences from their background supporting their stance. This play revolve around 2b, trying to figure out which option is preferred.
They finally agree to try the door if the rouge manage to pick the lock, otherwise go for the trap plan. The rouge describes how they reluctantly still are doing their best with the tools; the cleric is casting the mandatory guidance, and the fighter make a remark it would have been nice to have a bard around. They then roll a check, and it show the open lock succeeds. This play was quite quick, but revolved around step 3, figuring out which option actually happens.
As the core question is resolved, a new question need to be brought into play. The GM describes how a pack of starving giant rats swarm the PCs clearly intent on getting as much meat as they can get from them. The players immediately responds with lethal force. The question is what will the outcome of the conflict be? No time is wasted playing trying to determine the possible and preferred outcomes - we go straight to playing out the resolution!
The GNS connection
I find the GNS analogy obvious, but as I was the one that came up with this I recognize that might not be the case for everyone. So I will try to spell it out. I think play revolving around figuring out possible solutions correspond to play with a simulation Creative Agenda. Play to evaluate preferences correspond to play with narrative Creative Agenda. Play to resolve correspond to play with gamist Creative Agenda. Incoherence happens when there isn't a common understanding about what mode of play we are currently in - to take a well known example from a different setting: When someone start evaluating while the rest are still engaged in brainstorming.
The setting of the question I guess corresponds to framing the scene. This is generally not decided trough play but rather a function of the social contract. In case of disputes here, using meta channel would be the appropriate way to resolve those.
It seem obvious that there is a correspondence between various components of a game system and which of these modes of play it is supposed to support. For instance the D&D skill system is obviously useful for the resolution step, and some of it might support the determination of possible action play trough modulating what info the DM should reveal. But it is at least for me really hard to see how it could meaningfully be used to establish preferred outcomes beyond possibly some contrived examples. On the other hand the while specifying the ideals element is clearly useful for informing play around establishing preferred outcomes, it is hard for me to see how it can affect the
possible outcomes, and appear to only have any relevancy for resolution play indirectly via the inspiration system.
The main difference between the models I can see is that my attempt doesn't introduce any terminology usually associated with with human psychology. This mean that any connection between the preferences of the individual players and the mode of play might become more tricky to formulate and recognize. But given how this language appear to have fueled a lot of hostility and misconceptions since the start (including mine), I think the extra cost of having to try to be explicit about any claims of relationship between these modes of play and player mindset might be very much worth it.
Another difference is that this model emphasizes the way the different modes of play interact and can coexist in the scope of a prolonged session of play. That do not appear to be commonly addressed in GNS, that rather has each segment of coherent play as it's scope of interest.
Finally these two combine to remove the inflammatory interpretation that any game supporting more than one of these modes are flawed, due to the system support not closely matching player preference. Rather it might be the opposite, a game providing support for all of these modes could be easily recognized as preferable for someone seeking a versatile and varied experience from their gaming. While others that are tired of spending time on resolution and just want emotionally meaningful stuff to happen might want to look into games that make step 2a and 3 quick and easy while providing support for making step 2b rich and dynamic.