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Jul 10, 2016 at 11:56 vote accept eimyr
Jun 17, 2016 at 18:11 comment added Airk This is a good answer, but the bit about it "helping create today's RPG market" is not really your opinion - it was an out and out goal of the site to encourage/help designers break away from the old distributor model of getting games to print - see this article by Ron Edwards here: indie-rpgs.com/articles/12
Jun 17, 2016 at 17:56 comment added The Nate The domains of games he identified them apply to everything involved in a game, but he was initially approaching the question of the nature of the game based on how a player interacts with it. Thus, decisions for games, like the games themselves, fall into the categories. How could they not? Since games and choices map to the categories, so, to, do habitual and preferred choices, thus, players. I think the point was that the categories don't define quality of players not that players don't fit the bins he defined. (and I don't disagree KorvinStarmast)
Jun 17, 2016 at 17:33 comment added KorvinStarmast @TheNate "D&D is mostly gamist." Really? From what I recall of Ron's various prose, he found/finds D&D/AD&D to be incoherent.
Jun 17, 2016 at 14:42 history edited Longspeak CC BY-SA 3.0
Fixing someone elses' edit of my answer.
Jun 17, 2016 at 13:15 comment added Longspeak @whoever edited my answer - I still feel this pulls the focus away from the original question, but I wrote that Ron's theory applied to gamers because it DID. Maybe at some point he backpedaled, but if you read his essay "System Does Matter" (indie-rpgs.com/_articles/system_does_matter.html), it's pretty clear he's talking about players' approaches to situations, players perspectives as he puts it. The essay discusses how systems should address these perspectives.
Jun 17, 2016 at 7:23 comment added The Nate IIRC (I was there, but in grad school, so sporadically & long ago) the Sim/Game/Narrative refer to the rules of a game. Gameist rules set structures for "winning" that (attempt to) make things fair to the players and provide strategic choices balanced re. other players. Simulation refers to rules that make a game seem reasonable or realistic. Suspension of disbelief is mostly this one's job. Narrative refers to the story presented. Some games have almost none of a category. Chess is entirely "game"; D&D is mostly gamist. People do have preferences for games of a type, thus the link.
S Jun 17, 2016 at 3:13 history suggested user11244 CC BY-SA 3.0
mostly capitalization and doubled word corrections, a few more questionable style changes
Jun 17, 2016 at 2:59 review Suggested edits
S Jun 17, 2016 at 3:13
Jun 16, 2016 at 19:57 history edited Lexible CC BY-SA 3.0
added 54 characters in body
Jun 16, 2016 at 19:57 comment added SirTechSpec @Zachiel From what I've read, you're correct (I wasn't there at the time so couldn't say with 100% certainty). Longspeak, I've edited your post to reflect this, and also to remove the "ETA" in accordance with SE style and because it flows better without it. If you disagree with either of these edits, please feel free to correct or revert.
Jun 16, 2016 at 19:57 history edited Lexible CC BY-SA 3.0
added 145 characters in body
Jun 16, 2016 at 19:55 history edited SirTechSpec CC BY-SA 3.0
factual error; remove ETA
Jun 16, 2016 at 18:27 comment added Zachiel I know it is just a passing point but I'd really like we get it right. I might be thinking about the Big Model (of which the GNS is a precursor) but wasn't Gamism, Narrativism and Simulationism ways to categorize "what is happening during this instance of play", rather than player categories? I'm really sure the Big Model does not classify players, and that Ron was very vocal about saying that thinking that his model categorizes players is one of the things that start the most misunderstandings and hatred towards his ideas. (You know, being categorized sounds pretty offensive to some players.)
Jun 16, 2016 at 15:15 history edited Longspeak CC BY-SA 3.0
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Jun 16, 2016 at 14:11 history answered Longspeak CC BY-SA 3.0