Renaissance Man
SOC-12
A citizen brought up GNS theory in another thread, and I thought there might be some food for thought in a deeper discussion of it.
What I know about GNS I learned from Wikipedia:
http://en.wikipedia.org/wiki/GNS_Theory
I'm not a huge fan of GNS theory, though I am happy to see some study and thought go into RPGs as a hobby and an art form.
First, I don't think the three tendencies mentioned are exhaustive, and they seem similar to personality tests or horoscopes in their presumptions.
Second, it seems clear that the theory favours the narrativist approach above the others, since descriptions of gamists and simulationists are generally hypertrophied to absurdity, while the narrativist impulse is presented as virtuous (hey man, I just want to tell a story) and rational (do you really want to spend 3 hours resolving a single combat turn for the sake of "realism"?)
Third, it is clear that the categories are functionally indistinct in the vast majority of cases. For instance, what "gamist" or "simulationist" player isn't looking for some kind of narrative? What narrativist isn't interested in a measure of rational verisimilitude; indeed, what narrative doesn't have some kind of tension between protagonists and antagonists that satisfies a gamist impulse?
The theory is too grand - it makes sweeping categorizations and attempts to subsume a very textured and complex set of creative actions into broad abstract concepts.
But then, that's just after reading the Wiki. There may be more nuance to it than I'm seeing.
What I know about GNS I learned from Wikipedia:
http://en.wikipedia.org/wiki/GNS_Theory
I'm not a huge fan of GNS theory, though I am happy to see some study and thought go into RPGs as a hobby and an art form.
First, I don't think the three tendencies mentioned are exhaustive, and they seem similar to personality tests or horoscopes in their presumptions.
Second, it seems clear that the theory favours the narrativist approach above the others, since descriptions of gamists and simulationists are generally hypertrophied to absurdity, while the narrativist impulse is presented as virtuous (hey man, I just want to tell a story) and rational (do you really want to spend 3 hours resolving a single combat turn for the sake of "realism"?)
Third, it is clear that the categories are functionally indistinct in the vast majority of cases. For instance, what "gamist" or "simulationist" player isn't looking for some kind of narrative? What narrativist isn't interested in a measure of rational verisimilitude; indeed, what narrative doesn't have some kind of tension between protagonists and antagonists that satisfies a gamist impulse?
The theory is too grand - it makes sweeping categorizations and attempts to subsume a very textured and complex set of creative actions into broad abstract concepts.
But then, that's just after reading the Wiki. There may be more nuance to it than I'm seeing.