draft/applied_theory.txt
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     4 
       
     5 
       
     6     Applied Theory
       
     7     by [8]M.J. Young
       
     8 
       
     9      Introduction
       
    10 
       
    11     There are among gamers those who like to theorize, to attempt to
       
    12     understand and explain our hobby, why we do what we do, and why it works
       
    13     when it does. For some gamers, this makes no sense. We play to have fun;
       
    14     we design games in whatever way seems to be the most fun. Some despise
       
    15     theory, and see no use in it. If you have no use for theory, then this
       
    16     material's only offering is that perhaps someone else might. I am among
       
    17     those for whom theories are fundamental, so I would be interested in
       
    18     theories if they had no practical value to anyone. However, since I
       
    19     think that theory is the foundation for action, I can't imagine any
       
    20     theory that would have no practical application. I am thus exploring the
       
    21     practical application of role playing game theory.
       
    22 
       
    23     Specifically, I'm looking at the theory commonly known as GNS. This
       
    24     theory suggests that role play styles divide into Gamists who enjoy
       
    25     facing the challenges of play, Narrativists who enjoy great stories that
       
    26     involve themes or issues, and Simulationists who seek to know what
       
    27     another reality might be like. The theory, which owes much to many
       
    28     people over many years including the discussions on the
       
    29     rec.games.frp.advocacy newsgroup, first took this form with these names
       
    30     when formulated by Ron Edwards in his article [9]System Does Matter,
       
    31     originally published on [10]Gaming Outpost, but since lost and
       
    32     republished at The Forge. Mr. Edwards has expanded on this theory with
       
    33     [11]several other articles, and debates and discussions of the details
       
    34     have been held on the forums of several gamer web sites. Periodically in
       
    35     those discussions, someone suggests that the theory isn't much use,
       
    36     because it doesn't tell you how to design a better game.
       
    37 
       
    38     In response to this, it can be and often is answered that this is not
       
    39     really a theory about how to design games. It's a theory about what
       
    40     gamers are seeking when they play, and as such has its most effective
       
    41     application as a diagnostic tool for play groups that seem to be
       
    42     internally at odds. In this context, if we have players who are trying
       
    43     to get different things out of the game, having some terminology and
       
    44     definitions by which to discuss what each is seeking can be invaluable
       
    45     in resolving conflict. If all GNS theory did was resolve such conflicts,
       
    46     it would be valuable. However, one cannot read so much as the title of
       
    47     that first article, System Does Matter, without absorbing the idea that
       
    48     game design itself is part of the problem, and therefore could be part
       
    49     of the solution. Those who are asking how to do narrativist, or gamist,
       
    50     or simulationist design are asking valid questions; the answers
       
    51     generally given to these budding designers have been inadequate, as they
       
    52     in essence amount to telling people to design whatever they like and
       
    53     then test it through play to see how it works.
       
    54 
       
    55     Answers need not be quite so nebulous in this area. Once the theory is
       
    56     understood, there are aspects to it which suggest practical approaches
       
    57     to designing consistent games that support particular sorts of play.
       
    58     This isn't about rules heavy versus rules light design, or about setting
       
    59     detail, or even about things like whether you play your character in the
       
    60     first person or the third person or have control over things beyond the
       
    61     character. It's about how to create games which support and facilitate
       
    62     one approach to play under the theory. Once you have the basic concept
       
    63     of a game idea, application of the theory can greatly aid many of the
       
    64     design details.
       
    65 
       
    66     Game design has many areas; no one area will completely control how the
       
    67     game is played, nor is it necessary for design priorities to be
       
    68     considered in relation to all of these areas to be effective. The social
       
    69     context of the gaming group playing the game can have a significant
       
    70     impact on whether the game works at all, and whether it is played as
       
    71     designed. Once it is agreed that a particular group of players is
       
    72     interested in playing a particular kind of game, designing to that
       
    73     desire need not be so mysterious as some imply. Character generation,
       
    74     resolution mechanics, credibility distribution, advancement, and rewards
       
    75     are some of the aspects of design through which particular GNS
       
    76     preferences can be facilitated, and designers can devise approaches to
       
    77     each of these through such considerations long before test play begins.
       
    78 
       
    79     Underpinning this article, which will be somewhere on the edge between
       
    80     theory and practice, is this basic principle: conduct will be preferred
       
    81     if it is rewarded, and avoided if it is penalized.
       
    82 
       
    83     There's a lot to cover, so coverage will of necessity be sketchy;
       
    84     however, it is hoped that this will provide some foundation for
       
    85     practical applications of the theory to game design.
       
    86 
       
    87      Character Generation
       
    88 
       
    89     Nearly all role playing games include a section on how to create a
       
    90     character. Very few give more than a line or two to considering what you
       
    91     are creating when you do so. Failure to consider this aspect leads to
       
    92     design problems; in GNS terms, an understanding of what you are creating
       
    93     is far more important than how you are creating it. Put another way, if
       
    94     you know what you're creating, how to do that will more often than not
       
    95     fall into place. Too many games create characters without thought to
       
    96     what they are. Characters are not really people; they are functional
       
    97     components of a game world which are manipulated by players to achieve
       
    98     goals. They are, in a word, tools. It is at this point in play that you
       
    99     are attempting to guide the players into designing the right tools.
       
   100 
       
   101     Put that way, it becomes obvious that GNS considerations are very
       
   102     important to the question of what you are designing. If you guide the
       
   103     players into designing hammers, they're going to wind up with tools that
       
   104     are very good for hitting things; if you want them instead to write
       
   105     stories, you need to have them design pens. You need the right tool for
       
   106     the job; if you don't have it, there will be a tendency to try to make
       
   107     the job fit the tool.
       
   108 
       
   109     So what kinds of tools are needed for the major types of jobs?
       
   110 
       
   111     Gamist tools are easy to recognize and easy to design. A gamist
       
   112     character has to be up to the challenges which lie ahead. What that
       
   113     means in detail depends on the nature of the game in play and the
       
   114     preferences of the designer. Some gamist characters can be extremely
       
   115     focused on the central challenges of the game. Combat is the most common
       
   116     example of this, and a character's effectiveness in a certain type of
       
   117     gamist design would be measured by his abilities to deal damage and
       
   118     survive damage, to stand up to the fight. In a very different sort of
       
   119     game, racing could be the challenge, and character design would be
       
   120     narrowly about how fast the character is without reference to much else.
       
   121     However, skill-driven games can also have a strong gamist design
       
   122     foundation, if the skills are geared to meet potential in-game
       
   123     challenges. Driving or piloting skill, medical skill, hacking, picking
       
   124     locks, and hiding are all candidates for gamist design, because they are
       
   125     there to provide the player with options, ways to beat challenges
       
   126     presented in play.
       
   127 
       
   128     That's not to say that narrativist characters can't have either power or
       
   129     skills; they can. However, narrativist characters need to be connected
       
   130     to the world. They need to be built such that things matter to them, and
       
   131     they matter to things.
       
   132 
       
   133     Just as there are multiple ways to design a character effective against
       
   134     the challenges ahead, so too there are multiple ways to integrate a
       
   135     character into the world. Creating relationships with other characters
       
   136     is a valuable factor; giving the character beliefs or principles which
       
   137     will be challenged by events is also useful. Character history and
       
   138     character goals might matter, provided these are of a sort from which
       
   139     issues arise. A long-standing feud might be merely fodder for another
       
   140     fight; done right, it might become an issue for exploration. To build a
       
   141     narrativist tool, you should have something that is already tied in to
       
   142     the ideas you hope to explore.
       
   143 
       
   144     Simulationist tools are perhaps the most difficult to see or to design.
       
   145     There is a sense in which no words which describe a simulationist
       
   146     character don't apply equally well to another sort. He must be
       
   147     effective, able to change his world; but then, gamist characters must be
       
   148     effective in that sense. He must be human, seeming like a real person;
       
   149     this is true of narrativist characters, certainly. Perhaps the most
       
   150     important characteristic of a simulationist character is that he must be
       
   151     accurate, that is, he must clearly express something real and credible
       
   152     within the setting such that he has exactly the amount of impact on
       
   153     events and persons around him that he should have, no more and no less.
       
   154 
       
   155     This does not mean and should not be confused to mean that a
       
   156     simulationist character is more detailed than any other. A simulationist
       
   157     character could have history, principles, character, goals,
       
   158     relationships, skills, and all the things that support other forms of
       
   159     play; he could as easily be three numbers on a statistics sheet defining
       
   160     his effectiveness. What matters is that he is given form as an
       
   161     integrated part of the world, where he fits as if he were born and
       
   162     raised within it. To understand him is to understand the essentials of
       
   163     the world in which he lives, and vice versa. He is what he is, and in
       
   164     some sense not what anyone outside his world wants him to be. He is in
       
   165     the world and of the world, and as a tool he reveals the world to us
       
   166     through himself.
       
   167 
       
   168     Now that we've got some idea of what kind of tool, what sort of
       
   169     character, we're trying to create, how do we create him? Do we use point
       
   170     systems for gamist characters, lifepaths for narrativists, and dice for
       
   171     simulationists? Wrong on all counts. Those methodological considerations
       
   172     in themselves have nothing to do with what we are creating. You can
       
   173     create any sort of character with any of them.
       
   174 
       
   175     Take lifepaths for an example. We could start a character in his teens
       
   176     and move him, by a combination of die rolls and choices, through
       
   177     military training, education, private sector work, and other areas
       
   178     through which he builds up skills that prepare him for the challenges
       
   179     which will come. We might instead start a character younger, take him
       
   180     through his early years, develop school friends, relationships, family
       
   181     connections, life partners, coupled with the sort of moments that form
       
   182     opinions and beliefs, and so derive someone ready to explore the themes
       
   183     of the game. We could have a much broader selection of options, creating
       
   184     characters who have far less focus and more breadth of background and
       
   185     experience, who thus feel more real, as the tools we will use to explore
       
   186     the world. The idea of using lifepaths didn't matter; it was the way we
       
   187     used them that made the difference. It isn't how you build the
       
   188     character, but what kind of character you build. You'll certainly have
       
   189     to adjust the character generation system to build the right sort of
       
   190     character, and you might find that you have more luck making one
       
   191     mechanic type work than another for what you wish to do, but the answer
       
   192     isn't so much in the type of mechanic as in the targeted result.
       
   193 
       
   194     I make some suggestions on character generation systems in [12]Game
       
   195     Ideas Unlimited: CharGen (which gives some general thoughts and focuses
       
   196     on freeform design) and [13]Game Ideas Unlimited: Negative Points (ways
       
   197     to smooth out some of the problems in dice and points systems).
       
   198 
       
   199      Resolution Mechanics
       
   200 
       
   201     Mr. Edwards has said that system within a game is the equivalent of
       
   202     time. To understand this, you have to understand something about time:
       
   203     it is the medium for change. Without time, nothing changes. In the game,
       
   204     the system determines what happens, what changes; without it, nothing
       
   205     changes. Thus the system determines and controls change, and therefore
       
   206     is effectively time for the imagined world.
       
   207 
       
   208     Yet this, too, can be very important in supporting or impeding GNS
       
   209     preferences. How outcomes are resolved matters very much.
       
   210 
       
   211     Although it has been said many times, it is worth saying again that
       
   212     diceless systems don't in themselves support narrativist play. They may
       
   213     be used for narrativist play, but they may equally be used for gamist or
       
   214     simulationist play. So, too, such general matters as dice pools, bell
       
   215     curves, granularity, and the other aspects of system which garner so
       
   216     much discussion (particularly from system monkeys) are not in themselves
       
   217     relevant to GNS concerns. As with character generation, it is what you
       
   218     do that matters, and not these questions of how you do it.
       
   219 
       
   220     What are you attempting to do? The function of system is to provide the
       
   221     medium for change; more specifically, resolution mechanics are there to
       
   222     empower players to make the kinds of changes they wish to make within
       
   223     the game world and to interact with the consequences. To the gamist,
       
   224     resolution mechanics are in a sense both the obstacles to overcome and
       
   225     the means by which to overcome them. To the narrativist, they are the
       
   226     means by which the theme impacts the character and the character
       
   227     addresses the theme. In simulationist play, these are both the
       
   228     limitations on change and the power to explore it.
       
   229 
       
   230     For gamist mechanics, you want something resolute; there usually needs
       
   231     to be clear victory conditions, clear failure conditions. It also helps
       
   232     if the system is responsive to player choice, that is, if there are ways
       
   233     that the player, through his character, can impact the probability of
       
   234     success. This could arise from strategy, or from skill or equipment
       
   235     choice, or from any decision which should and does give the character an
       
   236     advantage. Few things are more frustrating to gamist play than for the
       
   237     character to do things that seem to the player to make sense as ways to
       
   238     improve the odds, only to have these amount to no effect.
       
   239 
       
   240     Even unrealistic strategies are helpful as gamist tools. A game that
       
   241     gives combat bonuses for sound, conservative defensive strategy can be
       
   242     very gamist, but so can one which gives combat bonuses for brash and
       
   243     brazen boldness, charging, screaming, doing over-the-top stunts. What
       
   244     matters is not how the bonuses are earned, but that in fact it is
       
   245     possible to manipulate the chance of success through character choices.
       
   246 
       
   247     Although combat is the example here, it should not be thought that it's
       
   248     only in combat that such things matter. If a character can improve his
       
   249     chance to pick a lock or hack a computer or repair a wound by taking
       
   250     particular actions, this gives support to gamist play. There is a
       
   251     challenge to meet. The resolution system will tell whether or not the
       
   252     player succeeded, with certainty, but the player has the ability to
       
   253     tweak his chance of success through his approach to the problem.
       
   254 
       
   255     Although it may sound strange to say that a resolution mechanic need not
       
   256     be resolute, for narrativist play it is often better that it not be. A
       
   257     gamist wants to know whether he succeeded or failed; a narrativist wants
       
   258     to know whether his efforts had an impact. In a combat mechanic for the
       
   259     use of guns, it is quite sufficient for a gamist system to determine
       
   260     whether the shot hit the opponent and how severe the injury is; for a
       
   261     narrativist system, things are probably a lot fuzzier (from a certain
       
   262     perspective). The shot should have the power to frighten the opponent
       
   263     and cause him to flee, for example. From the gamist perspective, that
       
   264     would be a miss; from a narrativist perspective, that's a success. Thus
       
   265     it helps narrativism if the resolution mechanic provides more of a
       
   266     degree of success rather than a strict success/failure determination.
       
   267 
       
   268     Simulationism wants to know what would actually happen, given the
       
   269     assumptions of the setting. That doesn't mean realistic, in the ordinary
       
   270     sense; it means believable within the bounds of the imagined world. A
       
   271     fighter putting his spear in the ground and then using it as a bracing
       
   272     point as he runs across the chests of his adversaries kicking them is
       
   273     not terribly realistic, but it does fit the imagined reality of a
       
   274     certain sort of world, and thus could be incorporated into simulationist
       
   275     play in that world. In fact, if it has been established that a
       
   276     particular fighter can do that, simulationist play would dictate that he
       
   277     do so in any situation in which that would be the obvious response,
       
   278     unless there is reason to think he would do something else at that
       
   279     moment.
       
   280 
       
   281     Thus resolution mechanics which support simulationist play are those
       
   282     which make outcomes correct within the setting. Much as with
       
   283     narrativism, this is often served by some form of relative success and
       
   284     relative failure, a determination of how well the character did; but
       
   285     like gamism, this generally needs to be resolute. A simulationist
       
   286     doesn't just want to know that he missed; he wants to know how close he
       
   287     came to hitting.
       
   288 
       
   289     It might help put the entire question of resolution mechanics in
       
   290     perspective by imagining that a character runs, perhaps fleeing from an
       
   291     attacker. The gamist wants to know whether he ran fast enough. The
       
   292     narrativist wants to know how running mattered. The simulationist wants
       
   293     to know how fast he ran. Although in a sense, all three are concerned
       
   294     about escaping the adversary, they view this in different ways.
       
   295 
       
   296      Credibility Distribution
       
   297 
       
   298     Before anything can be said about credibility distribution, some
       
   299     explanation of what this means is important.
       
   300 
       
   301     In roleplaying theory, it is recognized that there is within the game a
       
   302     shared imagined reality in which actions occur. Players, including the
       
   303     referee, contribute to the content of this reality through statements
       
   304     made to each other. These statements amount to, "This is what I want to
       
   305     have happen in our shared imagined world."
       
   306 
       
   307     Of course, player statements may be contradictory; after all, players
       
   308     have different aims. Bob's character and Bill's character might get into
       
   309     a fight, and Bob might say that his character hits Bill's in the nose,
       
   310     to which Bill answers that his character ducks that punch and knocks
       
   311     Bob's to the floor. Now we need to know what actually happens in our
       
   312     shared imaginative space, or we're no longer imagining the same reality.
       
   313     Game systems must apportion credibility to address these issues.
       
   314     Credibility is the degree to which any person at the table has the power
       
   315     to define what is happening in the shared space.
       
   316 
       
   317     You might think that in traditional games, only the referee has
       
   318     credibility. That is incorrect. All players have a measured amount of
       
   319     credibility. The referee rarely is able to say what actions any player's
       
   320     character would take--only whether he succeeded in that action. Thus
       
   321     non-referee players have credibility, too, even in such games, as they
       
   322     get to state what their characters attempt. Credibility means someone
       
   323     gets to decide what rules apply to the situation, when resolution
       
   324     mechanics are used, what the dice mean, and ultimately what happens in
       
   325     the shared space; it also means stating what actions characters are
       
   326     attempting, what they are saying to each other, and how they are
       
   327     reacting. Credibility is always shared. The issue is how it is shared.
       
   328 
       
   329     This is sometimes confused with something called narration rights, that
       
   330     is, who gets to describe the scene. There is some connection between the
       
   331     two, but it is not absolute. For example, a game could state that each
       
   332     player at the table is allowed to contribute one fact which must be
       
   333     included in the outcome of the event, and then the player who has the
       
   334     narration rights must state what happened in such a manner that all of
       
   335     these facts are included. He himself might not have determined anything
       
   336     that happened despite narrating all of it. In most instances, narration
       
   337     rights include credibility; yet even in games which pass narration
       
   338     rights around, it may be the case that the referee can veto something
       
   339     stated in the narration if it goes counter to something known to him but
       
   340     not revealed to the players.
       
   341 
       
   342     Gamist play is best supported in most cases by narrowly and clearly
       
   343     delineated credibility. Because the point of play is to overcome the
       
   344     challenge, it is not usually effective for the player facing the
       
   345     challenge to decide that he was successful. Since it is also possible
       
   346     that the players may find themselves in competition, it would be equally
       
   347     problematic for that decision to be made by a potentially opposing
       
   348     player. It is important to gamist play that credibility be clearly
       
   349     distributed, and that the player who determines the outcome does not
       
   350     himself have a stake in the outcome. This is why traditional games
       
   351     placed this power with the referee. He was viewed as the neutral
       
   352     arbiter, and as long as the players trusted his neutrality he could
       
   353     determine what occurred in the game world without problem. It is not
       
   354     impossible to eliminate the role of the referee from gamist play, but to
       
   355     do so the design must clearly establish who has credibility under each
       
   356     circumstance, so that disputes do not occur over success and failure.
       
   357     Too much player credibility can actually thwart gamist play preferences,
       
   358     since a player who can merely decide his character has been successful
       
   359     has lost all sense that there was any challenge to the victory.
       
   360 
       
   361     This does not mean that players cannot be given credibility beyond the
       
   362     control of their character actions. The credibility to add color and
       
   363     detail to a scene are not contrary to gamist concerns. What matters is
       
   364     that such credibility cannot provide ways to eliminate the challenge
       
   365     itself. As one of my sons observed, you can't give the gamist player the
       
   366     power to invent a plus four sword lying on the table within reach and
       
   367     expect the game to be functional at a gamist level. The challenge must
       
   368     be maintained.
       
   369 
       
   370     Narrativism usually requires more credibility in the hands of the
       
   371     players. Players are not competing with each other nor trying to beat
       
   372     the game, so giving them credibility is not detrimental to play in the
       
   373     same way it tends to be for gamist play. Rather, players need to be
       
   374     empowered to address the theme. Director stance, that is, the ability
       
   375     for the character players to add elements to the setting and events on
       
   376     the fly, is not uncommon in narrativist play. It is not essential to it,
       
   377     but works better with it than it does with the other preferences.
       
   378     Severely restricting credibility tends to stifle narrativist play, as it
       
   379     takes from the players their ability to make the statements they wish to
       
   380     make.
       
   381 
       
   382     It is much more difficult to address credibility distribution in
       
   383     simulationism. What matters here is the verisimilitude and consistency
       
   384     of the shared imagined reality; that is, all players must see the same
       
   385     thing and believe it. This does not preclude broadly shared credibility;
       
   386     it does require a solid agreement on the nature of the reality. If we're
       
   387     playing in a medieval fantasy world, exploring an abandoned castle, a
       
   388     player given credibility could announce that he saw objects on a table,
       
   389     and describe the objects he saw. As long as those objects do not upset
       
   390     the agreed nature of the reality, such credibility is not problematic.
       
   391     Thus it is evident that the objects could include bottles and lamps,
       
   392     perhaps swords and daggers, possibly jewelry, all things which would
       
   393     typically be found on such tables. Were the player to describe seeing
       
   394     laser guns or kinetic blasters there, this would clearly violate the
       
   395     agreed reality, and his credibility would cease at that moment. However,
       
   396     there are difficult cases here. The player might describe finding the
       
   397     famed lost jewel of Prince Balthazzar, or opening a bottle to release a
       
   398     djinni, or discovering a scroll with a map to a hidden treasure. These,
       
   399     too, are all plausible within the setting, but may be stretching the
       
   400     credibility of the player. For this reason, it is more common for
       
   401     simulationist games to prefer narrower credibility for the players and
       
   402     broader credibility for the referee. It is not a necessary arrangement,
       
   403     but it does tend to support simulationism better.
       
   404 
       
   405     Again, credibility distribution does not determine the sort of play that
       
   406     will occur in itself; it tends to support different preferences when
       
   407     configured different ways, and thought should be given to the amount of
       
   408     credibility players should have to facilitate reaching their goals.
       
   409 
       
   410      Advancement
       
   411 
       
   412     It must be asked whether it is necessary for characters to improve
       
   413     during play; the answer is that this is never necessary. It is not
       
   414     necessary for simulationist play, certainly not for narrativist play,
       
   415     and surprisingly not for gamist play. However, it is often desirable in
       
   416     each mode that characters have the power to improve and advance in some
       
   417     sense. The more significant question is, in what sense can the character
       
   418     advance?
       
   419 
       
   420     Most of us are conditioned to think of character advancement or
       
   421     improvement in strictly gamist terms: a character advances by getting
       
   422     better at what he does. That is, his ability to face the challenges
       
   423     increases. That there could be character advancement that has nothing
       
   424     whatever to do with this is surprising to many players. Yet
       
   425     consideration of this mode of improvement should give us some clues
       
   426     regarding how to improve characters for simulationist and narrativist
       
   427     play.
       
   428 
       
   429     In discussing character generation, it was recognized that the character
       
   430     was a tool which the player used to achieve goals. Improving a character
       
   431     means making it into a better tool. Thus if a starting character in a
       
   432     gamist game is a rubber mallet, improvement might take it through stages
       
   433     of being a tack hammer, claw hammer, ball peen hammer, sledge hammer,
       
   434     jack hammer, and ultimately pile driver. That is, the character gets
       
   435     more effective at meeting the challenge, because it is a tool designed
       
   436     to meet challenges.
       
   437 
       
   438     If we consider the function of the narrativist character, we find that
       
   439     it exists to enable the player to address the theme, and as such it has
       
   440     to be tied in to the issues of play. Improving the character means
       
   441     connecting it more deeply or in new ways with the theme. It can mean
       
   442     deeper commitments, stronger relationships, more determined moral
       
   443     positions; it could also mean greater conflicts, increased doubts, more
       
   444     personal connections. In a game exploring issues of sexual identity, a
       
   445     character who has always decried homosexuality as a moral perversion
       
   446     could be advanced by the discovery that his best friend is homosexual,
       
   447     creating a tension between his friendship and his beliefs. It's not
       
   448     impossible for narrativist characters to get better at things they do,
       
   449     but it is far more supportive of narrativist play for them to advance by
       
   450     becoming more integrated into the issues. The tool that started as a pen
       
   451     has advanced to becoming a word processor: it is now able to address the
       
   452     issues at new levels and in more facets.
       
   453 
       
   454     Since simulationist play is about exploring the imagined reality,
       
   455     character advancement is best if it enhances that ability to explore.
       
   456     Our magnifying glass gradually advances to an electron microscope; our
       
   457     field glasses to become the Hubble telescope. The particulars of how
       
   458     this works are greatly dependent on what the game is exploring. If the
       
   459     exploration is of a physical world, greater mobility within that world
       
   460     is the logical route to improvement. Given exploration of a complex
       
   461     society, increased contacts and exposure within the society provide the
       
   462     answer. Exploration of historic or fictional events requires greater
       
   463     access to the events. Combat effectiveness or skill improvement can be
       
   464     simulationist if these empower the player to explore more difficult or
       
   465     dangerous areas of the game world. The variety of possibilities makes it
       
   466     difficult to be specific, but the answer in any situation is found the
       
   467     same way: identify what the tool facilitates, and how to make it
       
   468     facilitate this more effectively. One thing that is consistent across
       
   469     simulationist play in this area is that character advancement, like
       
   470     everything else, must mesh with the in-game reality. A character
       
   471     exploring the setting by working as a local reporter can advance through
       
   472     being assigned to a larger beat, but only if it makes sense in the
       
   473     context of the world that this character would receive that assignment.
       
   474 
       
   475     Again, it is not necessary in any style of play for characters to
       
   476     improve or advance. Gamist play can be about beating increasingly
       
   477     difficult opponents with the same resources with which you started.
       
   478     Narrativist play can interact with the world through a static character.
       
   479     Simulationist play can be limited to that which the character can
       
   480     access. All play styles can be enhanced by the ability to improve and
       
   481     advance characters within their own terms. More importantly, if a game
       
   482     design provides character advancement options, these will influence the
       
   483     way in which players approach the game.
       
   484 
       
   485      Rewards
       
   486 
       
   487     I have written elsewhere of rewards systems, and the necessity that they
       
   488     be two-pronged. I first considered the issue on the forums at The Forge,
       
   489     and later contributed a brief statement on it to RoleplayingTips.com.
       
   490     The clearest and most complete statement on the subject is in the
       
   491     aptly-named [14]Game Ideas Unlimited: Rewards; but as that is for Gaming
       
   492     Outpost subscribers only I'll recap some of it here.
       
   493 
       
   494     There are two aspects to rewards systems, both equally important. Many
       
   495     designers fail to realize this, and so design rewards systems that are
       
   496     internally conflicted--they encourage opposing play priorities.
       
   497 
       
   498     There is a clear example of this found in examining the popular
       
   499     experience points systems of games in which you kill monsters and get
       
   500     treasure, which gives you points, which raises your character level or
       
   501     skills, which makes you better able to kill monsters and get treasure.
       
   502     This is a coherent gamist rewards system: everything in it is geared to
       
   503     encourage the process of killing monsters and getting treasure, that is,
       
   504     overcoming the challenges of the game. It is a system that does not need
       
   505     repair, because it works extremely well at doing what it is supposed to
       
   506     do.
       
   507 
       
   508     However, there are many referees who don't like what it does. They think
       
   509     it encourages players to focus on killing monsters and getting treasure
       
   510     (which is correct, because that's exactly what it's supposed to do).
       
   511     They don't want that to be the focus of the game; they want to encourage
       
   512     role playing, or character development, or dialogue, or helping people,
       
   513     or any of uncounted other roleplay preferences. So they strip away at
       
   514     least some of the points gained for killing monsters and getting
       
   515     treasure, and instead give them for performing the desired conduct,
       
   516     whatever it is. Now a player character gains experience points by
       
   517     helping the poor, or pursuing his private hobbies; these points increase
       
   518     his level--which makes him better at killing monsters and getting
       
   519     treasure. The rewards are now given for one sort of play, but they still
       
   520     facilitate the other.
       
   521 
       
   522     It's not necessary to have a rewards system in a game. Stripped of such
       
   523     artificial rewards, many players will discover that play is its own
       
   524     reward. After all, players play because they enjoy the game. They enjoy
       
   525     different aspects of the game, but whatever it is that they enjoy is
       
   526     inherent in the play itself. Rewards systems, in the main, are icing on
       
   527     the cake. Done right, they encourage the desired form of play. Done
       
   528     wrong, they can clash horribly with the entire game.
       
   529 
       
   530     Thus when you design a rewards system, you need to look at both sides of
       
   531     it. What does this reward, that is, what does a player have to do to
       
   532     receive the reward? Winning, exploring the theme, and discovering the
       
   533     world are all goals and in a sense rewarding conduct; if you wish to
       
   534     encourage one of those, that is what you reward. You must then also ask
       
   535     what the reward facilitates. Does it make the character more powerful,
       
   536     give the player greater ability to address the theme, open up new areas
       
   537     of exploration?
       
   538 
       
   539     Rewards systems, when they exist, are usually tied into character
       
   540     improvement. Thus if you've solved the one you've often solved at least
       
   541     part of the other. It need not be that way; you can provide rewards that
       
   542     advance player goals in one fashion and advancement that does so in
       
   543     another. For example, you could have a gamist game in which character
       
   544     advancement was built on improving skills by use, such that each time
       
   545     the player brought a particular skill into play in a significant way he
       
   546     received credit toward improving that skill. Independent of that, you
       
   547     could reward gamist play with success points, a small pool of points or
       
   548     dice on which the player could draw when he wished to improve his odds
       
   549     against a more daunting challenge or in a moment when success was more
       
   550     important. Rewards do not have to be tied to character improvement, even
       
   551     if character improvement is well designed for the goals of the game.
       
   552     Games with no character improvement at all may still have effective and
       
   553     functional rewards systems which facilitate the desired mode of play.
       
   554 
       
   555      Conclusion
       
   556 
       
   557     With sufficient consideration to what a game is trying to achieve, GNS
       
   558     theory can be very instructive in how best to achieve it. It does not
       
   559     dictate solutions to all of the questions that a designer must ask, but
       
   560     it does inform him of questions he needs to address which he might
       
   561     otherwise miss.
       
   562 
       
   563     In examining character generation, resolution mechanics, credibility
       
   564     distribution, advancement, and rewards, it was shown that there were
       
   565     some ways in which GNS theory could point us to the best solutions for
       
   566     the type of game we sought to build. It is clear that at times designers
       
   567     are asking the wrong questions in these areas, because some of the
       
   568     things which we expect would matter are not relevant, but others that we
       
   569     often overlook are significant.
       
   570 
       
   571     Although these five areas of game design are a significant portion of
       
   572     most games, they are not a complete consideration of all the areas which
       
   573     matter in all games. It is hoped that the consideration of these areas
       
   574     will not merely help the designer see that GNS can provide guidance on
       
   575     these game design issues, but also enable him to find the right
       
   576     questions and answers in areas not covered here.
       
   577 
       
   578     I look forward to seeing the application of the theory to more games in
       
   579     the future.
       
   580 
       
   581     M. Joseph Young is co-creator of the [15]Multiverser role playing game
       
   582     and author or co-author of its various supplements. His Internet
       
   583     writings are [16]indexed for convenience. He is available to discuss
       
   584     these ideas through the Forge forums and by e-mail.
       
   585 
       
   586     The author wishes to thank Ron Edwards, Mike Holmes, Clinton Nixon, Ryan
       
   587     Young, Fang Langford, and Ralph Mazza for their editorial suggestions on
       
   588     the draft of this article. To recognize all those whose contributions
       
   589     were made through discussions on the forums of this site and others
       
   590     would require a separate article; please accept my thanks.
       
   591 
       
   592     Similarly, there have been uncounted forum posts here and elsewhere that
       
   593     have contributed to the author's understanding of these issues. It has
       
   594     been wisely suggested that at least some of these be linked; alas, there
       
   595     are again more than can be acknowledged. Two stand out, however, as
       
   596     expanding on specific areas covered in the article, and in both of them
       
   597     the author here has made comments there which he hopes are of value. The
       
   598     concept of credibility appears to have been introduced by Vincent in
       
   599     [17]Vincent's Standard Rant: Power, Credibility, and Assent; this
       
   600     author's comments on the top of the [18]second page and near the bottom
       
   601     of the [19]third page may be helpful in elucidating the use of
       
   602     Credibility in this context, and there is much on the thread that is
       
   603     useful. It appears that the earliest suggestion of the two pronged
       
   604     nature of reward systems was in this author's post, the second, in
       
   605     [20]GNS and Player Rewards. The post illustrates by examples that games
       
   606     do not need reward mechanics for players to be rewarded, as play can and
       
   607     is often its own reward.
       
   608     The Forge created and administrated by [21]Clinton R. Nixon and [22]Ron
       
   609     Edwards.
       
   610     All articles, reviews, and posts on this site are copyright their
       
   611     designated author.
       
   612 
       
   613 References
       
   614 
       
   615    Visible links
       
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   623    8. mailto:BestRPGis@multiverser.com
       
   624    9. http://www.indie-rpgs.com/articles/11/
       
   625   10. http://www.gamingoutpost.com/
       
   626   11. http://www.indie-rpgs.com/articles/
       
   627   12. http://www.gamingoutpost.com/GL/index.cfm?action=ShowProduct&CategoryID=54411&ProductID=71050&publisherid=54849
       
   628   13. http://www.gamingoutpost.com/GL/index.cfm?action=ShowProduct&CategoryID=54411&ProductID=71772&publisherid=54849
       
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   630   15. http://www.multiverser.com/
       
   631   16. http://www.mjyoung.net/writings.htm
       
   632   17. http://www.indie-rpgs.com/viewtopic.php?t=3701
       
   633   18. http://www.indie-rpgs.com/viewtopic.php?t=3701&postdays=0&postorder=asc&start=15
       
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   635   20. http://www.indie-rpgs.com/viewtopic.php?t=4075
       
   636   21. mailto:webmaster@indie-rpgs.com
       
   637   22. mailto:sorcerer@sorcerer-rpg.com