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Simulationist
GNS theory is an informal field of study developed by Ron Edwards which attempts to create a unified theory of how role-playing games work. Focused on player behavior, in GNS theory participants in role-playing games organize their interactions around three categories of engagement: Gamism, Narrativism and Simulation. The theory focuses on player interaction rather than statistics, encompassing game design beyond role-playing games. Analysis centers on how player behavior fits the above parameters of engagement and how these preferences shape the content and direction of a game. GNS theory is used by game designers to dissect the elements which attract players to certain types of games. History GNS theory was inspired by the threefold model idea, from discussions on the rec.games.frp.advocacy group on Usenet in summer 1997. The Threefold Model defined drama, simulation and game as three paradigms of role-playing. The name "Threefold Model" was coined in a 1997 post by Mary Kuhne ...
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Role-playing Game Theory
A role-playing game theory is the Game studies, ludology of role-playing games (RPGs); a study of the topic as a social or artistic phenomenon. RPG theories seek to understand what role-playing games are, how they function, and how the process can be refined in order to improve the gaming experience and produce more useful game products. About Role playing games are games in which players assume the role of characters in a fictional setting. Role playing games come in various types and categories: ; Traditional table top RPGs (TFRPG) : TFRPGs have their historical basis in Miniature figure (gaming), miniature war gaming, with a standard example being ''Warhammer 40,000''. The game advances by rolling a dice, using rulers, tokens or executing other similar actions. ; Collectible Strategy Game (CSG) : CSG has a much broader context than that of a TFRPG due to the fact that it draws elements from both types of RPGs. A CSG is defined as "a setting and a system, but the setting reside ...
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Ron Edwards (game Designer)
Ronald Edwards (born September 4, 1964) is a game designer involved in the indie role-playing game (RPG) community, and a game theorist. He created the '' Sorcerer'' role-playing game, the GNS theory of gameplay, and The Big Model. Edwards is also co-founder of The Forge, an online community to support indie RPG design and publication. Early role-playing Ron Edwards first started playing RPGs in 1978 when he was 14, starting with ''Dungeons & Dragons'', which had been published four years earlier. He also tried other RPGs such as ''Tunnels & Trolls'', ''Runequest'', and his early favorite, ''The Fantasy Trip''. Through high school and university, he continued to play RPGs, and entered an experimental phase in the 1980s and 1990s, playing as many as 200 different RPGs, including ''Champions'', ''Stormbringer'', ''GURPS'', ''Rolemaster'', ''Cyberpunk 2020'', '' Amber Diceless Roleplaying Game'' and '' Over the Edge''. Game design While Edwards was a graduate student and biolog ...
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Brain Damage
Neurotrauma, brain damage or brain injury (BI) is the destruction or degeneration of brain cells. Brain injuries occur due to a wide range of internal and external factors. In general, brain damage refers to significant, undiscriminating trauma-induced damage. A common category with the greatest number of injuries is traumatic brain injury (TBI) following physical trauma or head injury from an outside source, and the term acquired brain injury (ABI) is used in appropriate circles to differentiate brain injuries occurring after birth from injury, from a genetic disorder (GBI), or from a congenital disorder (CBI). Primary and secondary brain injuries identify the processes involved, while focal and diffuse brain injury describe the severity and localization. Recent research has demonstrated that neuroplasticity, which allows the brain to reorganize itself by forming new neural connections throughout life, provides for rearrangement of its workings. This allows the brain ...
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Elitist
Elitism is the belief or notion that individuals who form an elite—a select group of people perceived as having an intrinsic quality, high intellect, wealth, power, notability, special skills, or experience—are more likely to be constructive to society as a whole, and therefore deserve influence or authority greater than that of others. The term ''elitism'' may be used to describe a situation in which power is concentrated in the hands of a limited number of people. Beliefs that are in opposition to elitism include egalitarianism, anti-intellectualism, populism, and the political theory of pluralism. Elite theory is the sociological or political science analysis of elite influence in society: elite theorists regard pluralism as a utopian ideal. Elitism is closely related to social class and what sociologists term " social stratification". In modern Western societies, social stratification is typically defined in terms of three distinct social classes: the upper c ...
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Board Game
Board games are tabletop games that typically use . These pieces are moved or placed on a pre-marked board (playing surface) and often include elements of table, card, role-playing, and miniatures games as well. Many board games feature a competition between two or more players. To show a few examples: in checkers (British English name 'draughts'), a player wins by capturing all opposing pieces, while Eurogames often end with a calculation of final scores. '' Pandemic'' is a cooperative game where players all win or lose as a team, and peg solitaire is a puzzle for one person. There are many varieties of board games. Their representation of real-life situations can range from having no inherent theme, such as checkers, to having a specific theme and narrative, such as ''Cluedo''. Rules can range from the very simple, such as in snakes and ladders; to deeply complex, as in ''Advanced Squad Leader''. Play components now often include custom figures or shaped counters, and di ...
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Threefold Model
The threefold model or GDS theory of roleplaying games is an attempt to distinguish three different goals in roleplaying. In its original formation, these are: Drama, simulation, and game. It was the inspiration for subsequent theories, such as the GNS theory, which retained a three-way division but altered other aspects of the model. The model In its most formal sense, the threefold model claims that any single gamemaster (GM) decision (about the resolution of in-game events) can be made in order to further the goals of drama, simulation, or game. By extension, a series of decisions may be described as tending towards one or two of the three goals, to a greater or lesser extent. This can be visualised as an equilateral triangle, with a goal at each vertex, and the points between them representing different weightings of the different goals. As a consequence, a player or GM can characterise their preferred gaming style as a point on this triangle, or (since no real precision is ...
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Wizards Of The Coast
Wizards of the Coast LLC (often referred to as WotC or simply Wizards) is an American publisher of games, primarily based on fantasy and science fiction themes, and formerly an operator of retail stores for games. It is currently a subsidiary of Hasbro, which acquired the company in 1999. During a February 2021 reorganization at Hasbro, Wizards of the Coast became the lead part of the new "Wizards & Digital" division. Originally a role-playing game publisher, the company originated and popularized the collectible card game genre with '' Magic: The Gathering'' in the mid-1990s. It also acquired the popular ''Dungeons & Dragons'' role-playing game by buying TSR and increased its success by publishing the licensed '' Pokémon Trading Card Game''. The company's corporate headquarters are located in Renton, Washington, part of the Seattle metropolitan area. Wizards of the Coast publishes role-playing games, board games, and collectible card games. They have received numero ...
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Personality Type
In psychology, personality type refers to the psychological classification of different types of individuals. Personality types are sometimes distinguished from personality traits, with the latter embodying a smaller grouping of behavioral tendencies. Types are sometimes said to involve ''qualitative'' differences between people, whereas traits might be construed as ''quantitative'' differences. According to type theories, for example, introverts and extraverts are two fundamentally different categories of people. According to trait theories, introversion and extraversion are part of a continuous dimension, with many people in the middle. In contrast to personality traits, the existence of personality types remains extremely controversial. Clinically effective personality typologies Effective personality typologies reveal and increase knowledge and understanding of individuals, as opposed to diminishing knowledge and understanding as occurs in the case of stereotyping. Effective ...
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Simulated World
A simulation is the imitation of the operation of a real-world process or system over time. Simulations require the use of models; the model represents the key characteristics or behaviors of the selected system or process, whereas the simulation represents the evolution of the model over time. Often, computers are used to execute the simulation. Simulation is used in many contexts, such as simulation of technology for performance tuning or optimizing, safety engineering, testing, training, education, and video games. Simulation is also used with scientific modelling of natural systems or human systems to gain insight into their functioning, as in economics. Simulation can be used to show the eventual real effects of alternative conditions and courses of action. Simulation is also used when the real system cannot be engaged, because it may not be accessible, or it may be dangerous or unacceptable to engage, or it is being designed but not yet built, or it may simply not ...
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Storytelling
Storytelling is the social and cultural activity of sharing stories, sometimes with improvisation, theatrics or embellishment. Every culture has its own stories or narratives, which are shared as a means of entertainment, education, cultural preservation or instilling moral values. Crucial elements of stories and storytelling include plot, characters and narrative point of view. The term "storytelling" can refer specifically to oral storytelling but also broadly to techniques used in other media to unfold or disclose the narrative of a story. Historical perspective Storytelling, intertwined with the development of mythologies, predates writing. The earliest forms of storytelling were usually oral, combined with gestures and expressions. Some archaeologists believe that rock art, in addition to a role in religious rituals, may have served as a form of storytelling for many ancient cultures. The Australian aboriginal people painted symbols which also appear in stories on ...
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Game
A game is a structured form of play, usually undertaken for entertainment or fun, and sometimes used as an educational tool. Many games are also considered to be work (such as professional players of spectator sports or games) or art (such as jigsaw puzzles or games involving an artistic layout such as Mahjong, solitaire, or some video games). Games are sometimes played purely for enjoyment, sometimes for achievement or reward as well. They can be played alone, in teams, or online; by amateurs or by professionals. The players may have an audience of non-players, such as when people are entertained by watching a chess championship. On the other hand, players in a game may constitute their own audience as they take their turn to play. Often, part of the entertainment for children playing a game is deciding who is part of their audience and who is a player. A toy and a game are not the same. Toys generally allow for unrestricted play whereas games come with present rules. ...
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Gamemaster
A gamemaster (GM; also known as game master, game manager, game moderator, referee, or storyteller) is a person who acts as an organizer, officiant for regarding rules, arbitrator, and moderator for a multiplayer role-playing game. They are more common in co-operative games in which players work together than in competitive games in which players oppose each other. The act performed by a gamemaster is sometimes referred to as "Gamemastering" or simply "GM-ing". The role of a gamemaster in a traditional table-top role-playing game (pencil-and-paper role-playing game) is to weave the other participants' player-character stories together, control the non-player aspects of the game, create environments in which the players can interact, and solve any player disputes. The basic role of the gamemaster is the same in almost all traditional role-playing games, although differing rule sets make the specific duties of the gamemaster unique to that system. The role of a gamemaster in a ...
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