RPG Theory Glossary: E
As Character Components, any quantities used
to determine success or extent of an action. In other words,
attributes and skills, and many advantages and disadvantages which
modify rolls. It does not include things like drama points or hit
points that are spent as a result of actions. Term coined by
Ron Edwards in his Gamism essay.
Gamism: Step On Up
The author of "The Art of Dramatic Writing" (1946) and "The Art
of Creative Writing". An inspiration for the definition of
GNS Narrativism. See Premise.
A term coined by Paul Czege for searching for a simulation-like
system which will support GNS Narrativism without breaking suspension
of disbelief. Since then, other have used it to mean Transition
from Simulationist to Narrativist play without noticeable Drift
in the rules-use.
Simulationism and Narrativism under the same roof
Term invented by Scarlet Jester on the Gaming Outpost as part
of GENder Theory, and adopted by The Forge.
Broadly speaking, this is the process of establishing fictional
events interactively -- i.e. the central process of role-playing.
The act of exploration creates a diegesis or
Shared Imaginary Space. It can be subdivided
into components. Scarlet Jester suggested three components:
Character, Setting, and Situation. Ron Edwards suggests five:
the previous three plus System and Color.
The Threefold Model
GNS and Other Matters of Role-playing Theory
John H. Kim
Last modified: Tue Mar 18 15:19:07 2008