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Having played various role-playing games with a variety of people over the years, it’s obvious that not everyone has the same tastes and preferences when it comes to gaming. Most people seem to be looking for specific things when it comes to role-playing, rather they realize it or not. This can create tension or dissatisfaction when different people in the same role-playing group have different ideas of what constitutes fun. I’m writing this article (and one or more follow-up articles) with the purpose of exploring why we play role-playing games. I’m hoping that it will draw out some critical thinking and self reflection from my fellow role-players. By better understanding what we ourselves, and our friends, enjoy about role-playing, maybe we can build a better role-playing group in which all of us can get more enjoyment out of our games.

The first place I looked to for ideas on what to write in this article, is a web community called The Forge. On the forums there, a bunch of avid role-players and role-playing game designers really break down role-playing and make a science of the hobby. I’m not sure that such an analytical approach to role-playing is necessary, or even healthy, but some of their theories have a bearing on what I’m doing here.

In an article on The Forge, entitled “GNS and Other Matters of Role-playing Theory”, RPG designer Ron Edwards discusses, among other things, player agendas in role-playing. The article is very wordy, and features a near-doctorate level vocabulary, but if you have the patience to read the whole thing, I would recommend it. I’ll summarize some of the applicable points here.

Ron Edwards discusses something he calls GNS, which stands for Gamism, Narrativism, and Simulationism. Each of these is a term that refers to a specific mode of play which a particular player may especially enjoy. Saying that a particular player is “Gamist”, for example, just means that they typically enjoy playing in a way that involves Gamism. None of these modes of play is superior to any other, neither are they mutually exclusive. A player might enjoy a mix of play modes, but they will usually gravitate towards one over any other.

Now for an explanation of what these modes of play are:

Gamism is expressed by competition among participants; it includes victory and loss conditions for characters, both short-term and long-term, that reflect on the people's actual play strategies. The characters, system, setting, situation, and flavor of the game provide an arena for the competition.

Some examples of Gamist play might include:
Outsmarting or overpower the bad guys.
Playing out a friendly rivalry with another player.

Narrativism is expressed by the creation, via role-playing, of a story with a recognizable theme. The characters are formal protagonists in the classic Lit 101 sense, and the players are often considered co-authors. The characters, system, setting, situation, and flavor of the game provide the material for narrative conflict (again, in the specialized sense of literary analysis).

Some examples of Narrativist play might include:
Exploring the ethical ramifications of your character’s actions.
Cooperating with the other players to produce a story with real dramatic impact.

Simulationism heightens and focuses “exploration” (imagination in action, or the attention given the imagined elements) as the priority of play. The players may be greatly concerned with the internal logic and experiential consistency of their exploration of the characters, system, setting, situation, and flavor of the game.

Some examples of Simulationist play might include:
Exploring questions pertinent to the game itself, such as “What does it feel like to be an android?”, “What would it be like to fight in a war?”, “What are the nobility of this kingdom like, and how do they influence the fate of the world?”, etc.

Note that two or three of these modes of play may overlap in a particular instance of play. For example, beating the bad guys is obviously a Gamist agenda, but the act or methods of doing so may also move the plot forward in a meaningful way (Narrativism), or shed some new light on the game world (Simulationism).

Remember that, as I’ve pointed out before, these modes of play are also not mutually exclusive. Just because you enjoy beating the bad guys doesn’t mean that you aren’t interested in the story, or in exploring the game world. And just because you’re after a good story doesn’t mean you can’t enjoy besting a rival or an enemy.

Myself, I think I enjoy a variety of modes of play, but I seem to tend to gravitate towards Simulationism. I like to have a rules-system with enough detail to support my character concept in a way that makes them distinct, and outlines their specific quirks and abilities. I also like to really get inside my character’s skin and try to explore both him and his surroundings. As a GM, I love tinkering with the rules and preparing game sessions that will introduce the players to interesting aspects of the game’s setting.

So, please participate by giving this article a careful reading and giving me some feedback on it. What do you think of the GNS model? What do you think of the different modes of play? Is there one that you think you primarily enjoy? Any that you don’t particularly care for? Let me know!

3 comments:

I had been thinking about this before and I had thought of it in even more simplistic terms. Namely 2 opposite types + a middle-ground.

Role-Playing <----> Game
On the left, those who get the most enjoyment from it as an exercise in Role-Playing (aka Acting) or ones who enjoy the Game mechanics (stats, dice and game creation). I don't think I need go into which side I prefer. But in terms of the GNS system I guess it would be Narrativism or simulation I just don't know. As I read more of the article, it seems to be even more confusing. (Well re-reading some of what you said, I suppose I gravitate towards the Simulation as well. ) All I know is that the standard competitive gamer type is defiantly not me. Even if my character were to die if it makes for a good fun story I don't care.
But I will tell you I loathe character creation; which is completely opposite from my wife. So for me the ideal would be a pre-generated character with back history and personality + motivations listed already in place that I could just play out. Maybe bits could be tweaked at the time of creation, but overall a new character that's the hardest part for me. I must say I'm still happiest with the Chayote character, but even there Amber and I worked on the basics and she wrote the whole back story for me. That's probably why it's hard; I'm not much of a writer. That's why Duel of the Fates will most likely work on a mass audience because of the simplicity and pre-generated characters. I have more comments but I’ll post in gamer-realm.

November 22, 2008 at 10:42 AM  

Thanks for commenting!

I agree that's one way you could measure people's preferences. The problem is that role-playing games in general are, by their nature, a middle-ground between acting and gaming. If you just want acting you'll be in a play or something, and if you just want gaming you'll play a card game or a board game, etc. So you have to accept that you're going to get both aspects in a role-playing game.

When I was first introduced to role-playing, I thought of it like Final Fantasy, for example, but you get to make up your own story. So I went into it with the expectation of it being like "playing a game", but one where you get to make up or influence the story yourself instead of just going from point A to point B to point C like you were playing out the events of a movie.

As far as character creation goes, there is no reason why you have to create your own character. I think that for some players, having someone else hand them a pre-made character feels restrictive, and it hinders their ability to get "in-character". But if you don't feel like that's the case with you, there's no problem with having the GM or another player help you make a character in most games. Personally, I love making characters. Especially in game-systems like Star Wars, where there is a ton of detail to character creation. On a side note, you might enjoy character creation in Dogs in the Vineyard. It's not real complicated, very story-oriented, and the last step in character creation is actually acted/played out.

November 22, 2008 at 2:35 PM  

I just thought I'd throw in a link to this blog article, as it has a bearing on our discussion here. The writer discusses whether or not role-playing games really need rules.

http://rpgcentric.com/do-we-really-need-rules-to-roleplay.html

November 25, 2008 at 12:00 AM  

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