RPG Theory Glossary: G
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- The Gamble
- 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
- Gamism
- 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
- GENder Theory
- 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
- Genre
- 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
- GNS
- 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
- Group Contract
- 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.
John H. Kim <jhkim@darkshire.net> Last modified: Tue Mar 18 15:19:07 2008