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This is a great question! So Ron Edwards, who came up with the GNS system, realized that the there were lots of games about winning, and lots of games about si
by danielvf 8y ago
This is a great question!
So Ron Edwards, who came up with the GNS system, realized that the there were lots of games about winning, and lots of games about simulations, but very few games about drama/stories. He published his ideas wide and far on the internet, made some games, and ran a very influential forum, "the forge". Along with a later spin off forum, story-games.com, a new breed of game designers showed up that focused much more on narratives and the dramatic moment.
Some examples of these cult story games are The Burning Wheel, Dogs in the Vineyard, FIASCO, Apocalypse World, Mouse Guard, and Dungeon World. These started out fairly hardcore, with but had narrative elements built into the mechanics the game instead of an afterthought. As time went on, and with lots of experimentation, people found out just how the light you could go on the rules and keep the focus on the mechanics that drive the story.
The much praised D&D 5th edition, that renewed the hobby and got kids back into it, brings in many of the elements honed out in the cult fringe of story games.
So yeah, I think at least the GNS theory has had a major effect on the RPG gaming world.
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If you want to get a taste of these games, take a look at the Apocalypse World.
Here's an example of a "move", that a player can do to bring the dice into a story:
"DO SOMETHING UNDER FIRE
When you do something under fire, or dig in to endure fire, roll+cool. On a 10+,
you do it. On a 7–9, you finch, hesitate, or stall: the MC can offer you a worse
outcome, a hard bargain, or an ugly choice. On a miss, be prepared for the worst."
Essentially the rules prioritize putting interesting people in bad situations and seeing them make hard choices. It's the distilled essence of drama.
The player rule book is here: http://apocalypse-world.com/ApocalypseWorldBasicRefbook2ndEd.pdf http://apocalypse-world.com/ApocalypseWorldBasicRefbook2ndEd.... I'd recommend going about halfway in first and read the "basic moves", then scroll up to 1/3 of the way in, and read a character's sheet.
- PhasmaFelis 8y agoAlso, incidentally, there's a small group of mainstream RPG fans who get absolutely furious about anything resembling GNS or story games, for no reason I've ever been able to determine. (But then Ron Edwards infamously said that traditional/D&D-style RPGs literally cause brain damage, so I suppose there's a lot of defensiveness to go around...)
- 131012 8y agoThese systems are a bit alien sometimes and really easy to abuse. So if you have munchkin players around the table who like min/maxing, they are to be avoided (or avoid the min/maxing player). In Burning Wheel for exemple, there is no game balance. The knight will absolutely destroy the village-grown militia man, even if they have the same amount of "xp". Also, the complete swordplay game system takes hours to learn just to emulate a few seconds of fencing. They chose realism over smooth gameplay.
- danielvf 8y agoYeah, Burning Wheel is crazy. Later games dropped that over the top simulation side and went all out for story.
- digi_owl 8y agoAnd his disciples going around yakking about throwing away crutches by playing their oh so fancy narrativist games. More like throwing the baby, the role, out with the bathwater. All because Ron got pissed because the marketing blurb on the back of a White Wolf game didn't quite deliver what he expected.
- skgoa 8y agoI don't know what their reasons are, but I do have a certain aversion to games that try to force social play in a certain way. E.g. when a board game forces you to be the traitor. I can totally see why people might want the rules of the game be limited to enabling and balancing the players' interactions with the world and letting player improv the actual narrative.