fusangite said:Thoughts on creating a metatextual campaign...
First off, I'll begin with my metaphor. Imagine that you're looking at an attractive abstract pattern on your computer screen. It may be that someone has carefully drawn this pattern pixel by pixel or it may be that the pattern is actually a Julia set-- an infinite abstract pattern generated by a single complex equation.
*Snipped well-put analogy*
Joshua Dyal said:I don't see how fusangite's model maps to the GNS model, really. Sure, his mechanical consideration and the gamist perspective are a close match, but what is textual? Narrativist? Then what's the metatextual?
No, I think the two models, while both are operative, can't be matched to each other.
Personally, I like the GNS model better, because it describes play styles, while the fusangite model are three overlapping layers. I still think the metatextual layer is a bit dubious, at least in terms of how I understand it, though.
I agree with you; that the more compelling story is reflected into itself, but I don't see Jungian archetypes or usage of Campbellian deconstruction to create story as a bad thing. IMHO, modeling a campaign on the synthesis of two or more specific myths/stories is a fine way to find a creative direction, and I don't see that as exclusive to the idea of using a broader approach, and filling in the blanks.
Certainly it takes a lot more work to do that with broader concepts (say the "Mythic Hero" rather than specifically honing in on "Rama" ), but the reward is (at least the perception of) more degrees of freedom. It's a trade-off, and either method, if carefully executed, can work well.
Humans were mutated orcs?
Magic was nanotech?
All sentient beings were actually the pets of a greater being, and the world was the cage?
The game world was actually the place where bad folks go when they die? (One I once considered using)
This kind of questioning might not result in the same strength of story direction, but can result in a world every bit as vibrant as one built around the synthesis of two or more ideas.
I recommend you drop by The Forge (www.indie-rpgs.com)... They're very heavy on discussion of RPG theory, and in fact have discussed many of the things you bring up. It'd likely be mutually beneficial for you and them for you to bring some of these ideas over there.
in fact their discussions of GNS (Gamist, Simulationist, Narrativist) theory seem to map to mechanical, textual, and metatextual.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.