RPG Theory Glossary: T
A technique in which the resolution mechanisms of play focus on
within-game cause, in linear in-game time, in terms of whether
the acting character is competent to perform a task. Contrast
with Conflict resolution.
A concept which arose in discussion on the forum rec.games.frp.advocacy
around May to August of 1997. The name was coined by Mary Kuhner, in
a July 1997 post. It suggested a three-way split of role-playing
styles: Dramatism, Simulationism, and Gamism.
The Threefold Model
A term coined by M.J. Young on The Forge for a style of play
where the GM marks out a potentially interesting storyline, but
allows the players to ignore it and instead go elsewhere.
Does module play equal Participationism?
An account of the imaginary events of play without reference to
any role-playing procedures. A transcript may or may not be a
Within GNS theory, changing from one Creative Agenda to another
through the course of play. This is distinct from
Drift in that it is in principle supported
by the rules rather than requiring changing them. The game
Scattershot was designed with Transition in mind. The
term was coined by Scattershot author Fang Langford.
Transitioning to Gamism
About what Scattershot's about (GNS yipyap included)
Simulationism: The Right to Dream
Narrativism: Story Now
Rules design that does not call attention to the rules in
operation. In general, it suggests rules that are intuitive,
though different people may find different systems intuitive.
It is generally considered a problematic term on The Forge.
A mode of play first presented as a manifesto by role-players in
Turku, Finland. They call for in-character feeling and thinking
to be given the highest priority, to such an extent that even
communicating the experience to others is secondary. Within GNS
terminology, this could be described as: Simulationism, Character
Exploration, mainly Drama or low Points-of-Contact Fortune mechanics,
highly reinforced through an explicit Social Contract.
Turku School Archive
A term from Ron Edwards' Gamism essay for conflict among PCs,
short for "Turnin' on each other".
Gamism: Step On Up
A term from Ron Edwards' Narrativism essay for GMs who railroad
in the name of "a better story". The GM is trying to address
Premise in a Narrativist manner, but is actually undercutting
the Narrativist priority.
Narrativism: Story Now
John H. Kim
Last modified: Tue Mar 18 15:19:07 2008