if you are devising a terminology then you are working on something, you have a need to describe things. It may be that you don't need to describe other things in so much detail, and maybe you don't capture all salient aspects of those things. Others encountering your terminology may have different needs, and may be in a different context.
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I'd also say that in the specific case of Edwards and 'simulationist' that I am not sure the criticism, and especially the charge of bias, is very well-deserved. I think
@pemerton has pointed out that Ron is not uninterested in games other than Narrativist ones, and that he directly and extensively addressed them in his writing. So maybe the charge that GNS only really relates to 'N' is simply a misperception. In the thread which spawned this one I saw much discussion of Simulationist (in GNS terms) agenda related questions which seemed to be directly discussed in Forge articles, and not just as some addendum to a discussion of something else. I'd fall back on
@pemerton here again in terms of being much better at citing things than I am, but I know I have read such.
I think Edwards is very interested in a wide range of games. His account of purist-for-system play is excellent. (I don't know how much RM he had played, but obviously he is drawing on deep experience with Champions and RQ.) His account of high concept simulationist play seems to me to pick out key features one sees discussed in relation to CoC, 5e D&D, etc: how to manage scene transitions, how to manage differences in character capabilities, how to make sure the "adventure" unfolds "as it is meant to".
I thought the original GNS essay specifically excluded genre from consideration.
I think you're referring to
this:
Why "genre" is not part of the lexicon
I do not recommend using "genre" to identify role-playing content. A "genre" is some combination of specific setting elements, plot elements, situation elements, character elements, and sometimes premise elements, such that by hearing the term, we are informed what to expect, or in role-playing terms, what to do. On the face of it, the concept would seem to be useful.
The problem is that genres are continually being deconstructed and re-formed, with elements of one being re-combined with others. This is occurring as a non-planned or non-managed historical phenomenon throughout all media. Therefore "genre" may be a fine descriptive label for what is or has been done, but it's not much help in terms of what to do or what can be done.
In many cases, a given genre label will convey to a close group of people a fairly tight combination of values for these variables. However, the same genre label loses its power to inform as you add more people to the mix, especially since most labels have switched meanings radically more than once. And even more importantly, new combinations of values for the key variables may be perfectly functional, even when they do not correspond to any recognized genre label.
Therefore when someone tells me that a game (or story, or whatever) is based on a certain genre, I have to ask a few more questions - and sooner or later, I get real answers in terms of Character, Setting, Situation, or Color. Only then can an initial Premise be identified, and then the next step toward functional, enjoyable role-playing may occur.
(By "premise" here, Edwards means "whatever a participant finds among the elements [character, setting, situation, colour, system] to sustain a continued interest in what might happen in a role-playing session." That is, it's what we're having fun imagining. Later on he uses "premise" more narrowly, to mean the theme that is addressed/at issue in narrativist play.)
While Edwards caution is helpful - genres are slippery - I don't think it does any harm to say that high concept simulationism is concerned to provide a RPG experience that reinforces the experience of "being there" inside the genre, that is, one or more distinctive sorts of character, setting and/or situation.
One thing I find interesting there is that the GNS model did recognize many differences, even incompatiblities or outright competing agendas, within its Simulationist category (more than just process vs. high concept), even as it huddled them all up under that umbrella to claim that they did all share the same specific contrasts in comparison with Gamism and with Narrativism.
It does the same in the context of gamism: the way that competition is (or is not) implemented, and the way that this relates to the presentation of challenge both to the players and in the fiction; and in the context of narrativism, looking at different approaches to prep, and to player vulnerability.
Its quite possible that D&D has much the same social function and form that it did in 1981. Discussion of that, which seems to be pretty adjacent to the whole "taxonomies of players" thing
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I just don't even see the sort of taxonomy-like stuff that is embodied in things like the WotC survey and discussions of 'Timmies' and 'Optimizers' and 'Actors', and 'Explorers' even relates much to what guys like Edwards are talking about. I mean, certainly player and game agendas connect with these classification schemes in some sense, but a set of analytical tools like GNS is aimed at understanding the actual form and process of play, whereas debates about whether people want to fight or explore (all inevitably had within the structural assumptions of Trad D&D generally) don't even relate to that much at all.
Agreed. "Market segmentation" is important from the point of view of commercial product design, including commercial game design.
But we don't distinguish (say) different schools of painting, or different sorts of music, by reference to how they made the "market" feel: we know that the Impressionists shocked Paris, but we don't classify them as we do
because they shocked Paris.
I agree that Apocalypse World probably represents the fulcrum or pivot point where modern RPGs emerged in their present form. Games like Sorcerer and Everway and whatnot definitely presaged that, but AW is really the game which presents all the parts in a fully realized cohesive form which can be replicated and elaborated on as a pattern. This is really almost the first time an enduring pattern of game design has arisen which contrasts with the paradigm of D&D at all levels. I mean, there are definitely many variations of mechanical structure (skill systems instead of leveling systems, dice pools, etc. etc. etc.) but with AW you finally get a fundamentally reimagined RPG paradigm in a mature form that isn't just a sort of weird one-off experiment. The coining of the term PbtA itself signifies the final coming out of a revolution in RPGs.
Yep. As you know my favourite is actually Burning Wheel, which predates AW, but I agree that AW is the "pivot point".
I don't know if Peterson, Torner, White, etc. are actually out there playing these various games or not, but if they aren't acknowledging the significance of this evolution, then they're missing something that feels pretty significant to me!
Well, I quoted from some of the chapters in the Routledge collection upthread. As I said, to me they don't seem to be across it. They have definitions of "system" and "setting" and "adventure" that don't seem able to capture the development at all.