GNS Theory

The GNS Theory by Ron Edwards attempted to classify RPG rounds by this divides into three forms of play: Gamismus, narrativism and simulationism. The name of the theory is derived from the initials of these three categories. The theory developed from the Threefold model that rec.games.frp.advocacy drama, simulation and game defined in the newsgroup in 1997 as the three paradigms of the role play.

Basically, the GNS theory relates to game rounds, but was designed as a basis for a better game design. Often, some elements of the theory are transferred to individual players or entire systems. Players find them useful because they can be used to explain why players take part in the role play.

The Big Model / GNS

The GNS - subdivisions represent only a part of the " Big Model " theory, which was developed primarily in the internet forum " The Forge ". The "Big Model " considered amplifies the processes at the table, while the difference between a large number of individual actions and techniques. Often misleadingly the Big Model equated with the GNS theory. It is here noted that the Big Model GNS subdivisions does embody, but based solely on them.

Player / Game Types

In his article "System Does Matter " ( " On the system it depends " ) Edwards wrote that all role players have a largely exclusive perspective or a largely exclusive destination during a game round. He wrote that entertaining role-playing games focus on one of these perspectives, and that it is a common mistake to role-play design, to attempt to serve all three forms of play. The three defined by Edwards GNS perspectives are:

  • Gamismus in which the game revolves around overcoming challenges, which are embedded in an adventure story.
  • Narrativism in which the meaning of the story and the events in the history of the highest importance.
  • Simulationism, which has the research, development and change of what one imagines together at the table as the highest priority.

It is important to note that all three forms can be represented during a game round, according to the theory, however, at any time can have only one of them a top priority. Mixed forms, called Hybrid, which represent two different forms simultaneously, are controversial.

The following entries refer to the Big model and not to the GNS theory itself

Situation resolution

The "Big Model " theory also includes Jonathan tweets three forms of "task" resolution ( resolution situation / task solution) to determine the outcome of an event. Edwards wrote that an RPG should use the Task resolution method or combination of multiple systems that is most appropriate for the GNS perspective of the game. The three task resolution forms are:

  • Drama: the game master decides the result
  • Luck: the random decides on the result ( in particular through the use of dice )
  • Karma: a fixed value determines the result (especially by comparison of values)

It is believed that the main reason for which Edwards the "drama " of the Threefold Model for GNS exchanged against " narrativism ", avoiding confusion with the " drama" to prevent a task resolution system.

Game elements

The "Big Model " theory identifies five elements of role-playing, which perceive all players:

  • Character: a fictional person
  • "Color": defines the basic atmosphere
  • "Setting": the location ( in space and time)
  • Situation: the dilemma
  • System: determines how events are handled in the game

Views

It also defines four positions ( stances ) that a player can have in terms of making decisions for his character:

  • Actors: decides on the basis of what his character knows
  • Author: decides on the basis of what he as a player for his character wants and then declared retroactively why his character has taken this decision
  • Director: makes decisions that affect the environment more than the character ( in the game usually by a game master represents )
  • " Pawn " ( Bauer): decides on the basis of what he as a player for his character wants, does not give an explanation for why his character would make that decision
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