On RPG Theory: G

The inside of that can was fracking sweet. The letter is G people, and the Number is GARBAGE. That's right. I wrote it down but it came out as gibberish.

Gamble: Why most of my characters die. Notably one of the better defined terms in the GNS system. Basically inside any game, there are choices you have a lot of statistical information about, and choices you have relatively little information about. This is the latter. It's also what makes low level and traditional fantasy play so F&^KIN METAL!!!!!

I really do lose a lot of PC's.

Gamism: This is well defined, but not though any efforts of the Forge - Games are already well defined (A collection of interesting choices), and anyone who plays with an emphasis on challenge or competition can be called this. Note that this isn't what is given so much as the official definition in GNS. The offical line is that
It demands performance with risk, conducted and perceived by the people at the table
I'm not entirely sure, but I think this describes anything you do in the presence of another living creature. Doesn't that make it connotatively null?

GENder Theory: A companion theory replacing one word with another. (Simulationism with explorationism)

Genre: Nothing special here - A collection based on stylistic criteria. Interesting in relation to role-playing because it affects what norms the players expect to encounter. This is another useful discussion and term that can enhance play. Also: Close examination of this might lead you to look for lists of genre conventions, leading you down into the endless gourd that is TVtropes. DO NOT CLICK THE LINK TO TV TROPES UNLESS YOU HAVE THE NEXT TWO DAYS OFF.

GNS: The acronym for the poorly or possibly non-defined Gamism / Narrativism / Simulationism.

Group Contract: You know what they say - it's not worth the paper it's not written on. More useful than the GNS specific 'social contract' (where have I heard that before), because it just is focused on identifying social norms for the group.

You know, because of it's similarity to the actual RPG theory glossary, someone will run across these posts sooner or later and perhaps, in clear well defined language that uses concrete and measurable definitions and values they can explain some of these things to me.

On the other hand. . . Perhaps not.

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