RPG Theory Glossary: G
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Index
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The Gamble
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Within GNS theory, an application or type of Challenge,
based on high risk relative to predictability. Coined by Ron Edwards
in his Gamism essay.
References:
Gamism: Step On Up
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Gamism
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Broadly, styles of play with an emphasis on challenge and/or
competition. Coined in May 1997 on rgfa by Jim Henley. Within
the Threefold Model, it is defined as the
style which values setting up a fair challenge for the players
(as opposed to the PCs) -- which may be tactical combat, murder
mysteries, politics, or any other test of player skill. In later
versions of Ron Edwards' GNS model, it is defined by the phrase
Step On Up. It demands performance with risk,
conducted and perceived by the people at the table. The social,
real-world risk is usually a minor amount of recognition or esteem.
References:
"Re: Definition of Simulation"
The Threefold Model
GNS and Other Matters of Role-playing Theory
Gamism: Step On Up
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GENder Theory
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A theory originally proposed on the Gaming Outpost forums by
Scarlet Jester in 2001. This was a modification of the
Threefold Model from rgfa,
and Ron Edwards' original GNS. However, GEN
replaces "Simulationism" with "Explorationism".
References:
The Threefold Model
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Genre
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Broadly, a set of stories which are similar in some ways.
A genre convention is anything which that set of stories have
in common. This is a tricky term in use, however.
References:
GNS and Other Matters of Role-playing Theory
Understanding Genre in Roleplaying
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GNS
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A model developed by Ron Edwards at Gaming Outpost and the Forge,
an acronym for Gamism / Narrativism / Simulationism.
It was influenced by the Threefold Model from
rgfa and Scarlet Jester's
GENder Theory. However, it has also expanded
to be more comprehensive than just the three categories, sometimes
referred to as "The Whole Model" or "The Big Model".
References:
System Does Matter
GNS and Other Matters of Role-playing Theory
Simulationism: The Right to Dream
Gamism: Step On Up
Narrativism: Story Now
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Group Contract
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Originally a term from rgfa, defined as
the set of conventions the players and GM agree on: including
rule system, but also issues like "The GM will fudge things so
PCs won't die pointless deaths", or "Pulp genre conventions take
precedence over common sense", or even "Don't let the cat in
while we play: she bites legs." A similar concept arose in
GNS theory, termed Social Contract.
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John H. Kim
<jhkim@darkshire.net>
Last modified: Tue Mar 18 15:19:07 2008