View Full Version : #9: Musings and Ramblings
RPGnet Columns
01-30-2008, 01:00 AM
http://www.rpg.net/columns/talesfromtherockethouse/talesfromtherockethouse9.phtml
Summary:
Thoughts on and experiences with the GNS model.
Go to the column (http://www.rpg.net/columns/talesfromtherockethouse/talesfromtherockethouse9.phtml) for more information.
Thanuir
01-30-2008, 10:10 PM
Good threefold analysis. I agree with much of it.
There is one fundamental flaw in the column: GNS is not GDS. They do entirely different things. GDS is about decision making, GNS about what makes the game enjoyable to players. They are, of course, intertwined, but please do not consider them the same thing.
I myself find GDS more useful, generally speaking. Self-classification would put me between G and D, leaning towards D. On GNS my preference is pretty solid N, but I can live with and enjoy S. G I don't much like, in either schema.
Tarafore
02-01-2008, 12:16 PM
You raise an interesting point. I kind of wish I could go back and rewrite this column with that in mind.
I think my Tarafore system facilitates simulationism under either model (GDS/Threefold or GNS). I certainly hope it does.
I'm kind of an odd bird. I can't stand "traditional" Narrativism, where the PC's have script immunity, and are expected to make sub-optimal yet dramatic decisions (getting captured so you can get into the enemy's base is a tactic that only works in spy movies). I feel like I'm being jerked around by the GM and his/her "story."
On the other hand, the player-driven Narrativism of, for example, Ron Edwards's <i>Trollbabe</i> really intrigues me. I guess some of it is a matter of control.
Thanuir
02-02-2008, 03:13 AM
As a player, I just want to make choices where I can foresee at least most of the consequences. The choices should be something my char cares about.
I think that is close to GNS N.
As a GM, I build the game so that the PCs get numerous people who want them to do contradictory things. Makes for very unpredictable play. It is a mix of GDS D and S, in that my primary filter is consistency with the setting and secondary is "what creates interesting choices for players", which has the tendency of creating a good story.
Pretty similar styles we have, I'd say.
Do you happen to have a blog?
Tarafore
02-05-2008, 02:07 PM
As a player, I just want to make choices where I can foresee at least most of the consequences. The choices should be something my char cares about.
I think that is close to GNS N.
As a GM, I build the game so that the PCs get numerous people who want them to do contradictory things. Makes for very unpredictable play. It is a mix of GDS D and S, in that my primary filter is consistency with the setting and secondary is "what creates interesting choices for players", which has the tendency of creating a good story.
Pretty similar styles we have, I'd say.
Do you happen to have a blog?
I should really start one. I've got a domain name, and I've been paying for hosting, but I haven't gotten around to putting anything up there yet. I think that's going to have to become one of my next projects.
I'm planning on releasing a Tarafore System-based game sometime (via .pdf and maybe POD) before summer (if all goes well), so I'd better have something ready.
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