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The 3D Model of the Table Top Role Playing Experience.
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<blockquote data-quote="steenan" data-source="post: 7928760" data-attributes="member: 23240"><p>I see some issues with this classification system.</p><p></p><p>1. It's unclear what it tries to classify. Game systems? Specific instances of play? Players' or game masters' preferences for a specific instance of play? Groups' social contracts?</p><p>GNS would be much better received if it clearly specified what it tries to achieve. This system needs the same.</p><p></p><p>2. The axes are not independent. They don't really describe three separate dimensions of play, just three aspects of the same thing. If the GM runs pre-defined stories, they don't have space for improvisation and the players can't co-create anything. And if the story is everybody's creation, it obviously requires improvisation because it can't be prepared beforehand.</p><p></p><p>3. It makes strong assumptions about how the play looks like that exclude a wide range of games. What about RPGs that focus on exploring specific situations, but giving players freedom in choosing how it will be done (it covers both story games like Dogs in the Vineyard and dungeon-based OSR games)? What about games where many things are pre-defined, but by players (like character arcs in Chuubo's or missions in Mistborn Adventure Game)? What about games where a structure is hard-coded in the rules? What about GM-less games?</p></blockquote><p></p>
[QUOTE="steenan, post: 7928760, member: 23240"] I see some issues with this classification system. 1. It's unclear what it tries to classify. Game systems? Specific instances of play? Players' or game masters' preferences for a specific instance of play? Groups' social contracts? GNS would be much better received if it clearly specified what it tries to achieve. This system needs the same. 2. The axes are not independent. They don't really describe three separate dimensions of play, just three aspects of the same thing. If the GM runs pre-defined stories, they don't have space for improvisation and the players can't co-create anything. And if the story is everybody's creation, it obviously requires improvisation because it can't be prepared beforehand. 3. It makes strong assumptions about how the play looks like that exclude a wide range of games. What about RPGs that focus on exploring specific situations, but giving players freedom in choosing how it will be done (it covers both story games like Dogs in the Vineyard and dungeon-based OSR games)? What about games where many things are pre-defined, but by players (like character arcs in Chuubo's or missions in Mistborn Adventure Game)? What about games where a structure is hard-coded in the rules? What about GM-less games? [/QUOTE]
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