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Why Jargon is Bad, and Some Modern Resources for RPG Theory
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8659841" data-attributes="member: 82106"><p>I always took it that GNS 'Sim' is about systems in which the environment is a source of constraints. Whether in Process Sim where the game may attempt to use mechanical and game design features to impose realistic real-world (or alternate world) constraints, or in terms of High Concept Sim where the game may attempt to impose or prioritize specific concepts and focus play around them. There ARE important differences, but each of the 'S' sub-agendas does share certain key traits. Playing in a way that focuses on those agendas tends to have key similarities for this reason. Again, I'd appeal more to [USER=42582]@pemerton[/USER] here, as he seems to have all the relevant citations near to hand.</p><p></p><p>Sure, and GNS also separates these things, while recognizing that they do share the trait of imposing constraints. While they may do so for fairly different ends, the means are functionally similar and lead to similarities in play, as well as (probably more importantly from Ron's perspective) similarities in game design. </p><p></p><p>I mean, GNS actually REALLY WELL describes 3e D&D! And for exactly the reason that its various agendas all seem to fall within 'S' primarily. The way some people see it as a purist-for-system process sim, and others see it as high concept fantasy genre sim is quite well explained this way. Problems also get some spotlight, as you can see how the process sim kind of agenda can clash pretty harshly with HCS too! That is, optimizers are focusing on the process, and someone that wants their character to emulate a high fantasy character is focusing on a concept. They both want constraints/structure to bring these things about, but you run into the classic "I created my character full of drama and the dice killed him off!" </p><p></p><p>I'm not entirely sure how, for example, GDS approaches explaining that. I'm not saying it can't, but TBH it doesn't seem to really go there at all AFAICT.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8659841, member: 82106"] I always took it that GNS 'Sim' is about systems in which the environment is a source of constraints. Whether in Process Sim where the game may attempt to use mechanical and game design features to impose realistic real-world (or alternate world) constraints, or in terms of High Concept Sim where the game may attempt to impose or prioritize specific concepts and focus play around them. There ARE important differences, but each of the 'S' sub-agendas does share certain key traits. Playing in a way that focuses on those agendas tends to have key similarities for this reason. Again, I'd appeal more to [USER=42582]@pemerton[/USER] here, as he seems to have all the relevant citations near to hand. Sure, and GNS also separates these things, while recognizing that they do share the trait of imposing constraints. While they may do so for fairly different ends, the means are functionally similar and lead to similarities in play, as well as (probably more importantly from Ron's perspective) similarities in game design. I mean, GNS actually REALLY WELL describes 3e D&D! And for exactly the reason that its various agendas all seem to fall within 'S' primarily. The way some people see it as a purist-for-system process sim, and others see it as high concept fantasy genre sim is quite well explained this way. Problems also get some spotlight, as you can see how the process sim kind of agenda can clash pretty harshly with HCS too! That is, optimizers are focusing on the process, and someone that wants their character to emulate a high fantasy character is focusing on a concept. They both want constraints/structure to bring these things about, but you run into the classic "I created my character full of drama and the dice killed him off!" I'm not entirely sure how, for example, GDS approaches explaining that. I'm not saying it can't, but TBH it doesn't seem to really go there at all AFAICT. [/QUOTE]
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