GNS理论

Ron Edwards 提出的桌面角色扮演游戏分类方法,即:

  • Gamism 游戏主义
  • Narrativism 叙事主义
  • Simulationism 模拟主义

Three player aims or outlooks have been suggested, in that a given player approaches a role-playing situation pretty much from one of them, with some, but not much, crossover possible.

Gamist. This player is satisfied if the system includes a contest which he or she has a chance to win. Usually this means the character vs. NPC opponents, but Gamists also include the System Breaker and the dominator-type roleplayer. RPGs well suited to Gamists include Rifts and Shadowrun.

Narrativist. This player is satisfied if a roleplaying session results in a good story. RPGs for Narrativists include Over the Edge, Prince Valiant, The Whispering Vault, and Everway.

Simulationist. This player is satisfied if the system “creates” a little pocket universe without fudging. Simulationists include the well-known subtype of the Realist. Good games for Simulationists include GURPS and Pendragon. The Forge :: System Does Matter

按照 Ron 的理论,三种模式是互斥的关系,游戏的顺利进行依赖于玩家的期望能被归结到同一种模式下。

该理论在 The Forge 圈子有较大的影响力,关于更详细的介绍,参见1

  • 【译文】重审GNS 中认为只有叙事主义是有意义的(作为一种动态),其他两者是当时的观点(叙事主义是一种 rpg 类型,rpg 类型间不兼容)下从别处被挪用的概念。

“旧”模拟主义实际上根本不存在——它只是一个在forge论坛的讨论里被构造出的对象,包含了很多一股脑塞进去的东西,它没有真正的支持、没有明确的理念、没有社群的拥护、更没有游戏设计的实践。而在后来的日子里随着越来越广泛的误用和流变,它基本上已经失去了任何有意义的内涵。(游戏主义同理,所谓GNS中,实际上只有叙事主义游戏运动是真实存在的,其他两个则是被构造出来用以对比叙事主义游戏理念的。用戏谑一点的说法,这俩玩意就是两顶帽子,看见一个扣一个。)

Footnotes

  1. W. J. White, Tabletop RPG Design in Theory and Practice at the Forge, 2001–2012: Designs and Discussions. Cham: Springer International Publishing, 2020. doi: 10.1007/978-3-030-52819-5.