Keklas Rekobah
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What are your opinions of the "GNS Theory" of role-playing games?
I think it might have applications towards designing Traveller adventures, in that encounters and such could be more "well-rounded" and have wider appeal than your average station-crawl. If there is something for everyone in an adventure, then players are more likely to come back for the next session. But what are your opinions?
Wikipedia said:The GNS Theory, as originally developed by Ron Edwards, is a relatively amorphous body of work attempting to create a theory of how role-playing games work. Primarily, GNS Theory holds that participants in role-playing games reinforce each other's behaviour towards ends which can be divided into three categories: Gamist, Narrativist and Simulationist. Strictly, GNS theory is concerned with players' social interactions, but it has been extrapolated to direct game design...
Gamist refers to decisions based on what will most effectively solve the problem posed.
Narrativist refers to decisions based on what would best further a dramatic story or address a central theme.
Simulationist refers to decisions based on what would be most realistic or plausible within the game's setting, or to a game where the rules try to simulate the way that things work in that world, or at least the way that they could be thought of working.
I think it might have applications towards designing Traveller adventures, in that encounters and such could be more "well-rounded" and have wider appeal than your average station-crawl. If there is something for everyone in an adventure, then players are more likely to come back for the next session. But what are your opinions?