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+
+    Applied Theory
+    by [8]M.J. Young
+
+     Introduction
+
+    There are among gamers those who like to theorize, to attempt to
+    understand and explain our hobby, why we do what we do, and why it works
+    when it does. For some gamers, this makes no sense. We play to have fun;
+    we design games in whatever way seems to be the most fun. Some despise
+    theory, and see no use in it. If you have no use for theory, then this
+    material's only offering is that perhaps someone else might. I am among
+    those for whom theories are fundamental, so I would be interested in
+    theories if they had no practical value to anyone. However, since I
+    think that theory is the foundation for action, I can't imagine any
+    theory that would have no practical application. I am thus exploring the
+    practical application of role playing game theory.
+
+    Specifically, I'm looking at the theory commonly known as GNS. This
+    theory suggests that role play styles divide into Gamists who enjoy
+    facing the challenges of play, Narrativists who enjoy great stories that
+    involve themes or issues, and Simulationists who seek to know what
+    another reality might be like. The theory, which owes much to many
+    people over many years including the discussions on the
+    rec.games.frp.advocacy newsgroup, first took this form with these names
+    when formulated by Ron Edwards in his article [9]System Does Matter,
+    originally published on [10]Gaming Outpost, but since lost and
+    republished at The Forge. Mr. Edwards has expanded on this theory with
+    [11]several other articles, and debates and discussions of the details
+    have been held on the forums of several gamer web sites. Periodically in
+    those discussions, someone suggests that the theory isn't much use,
+    because it doesn't tell you how to design a better game.
+
+    In response to this, it can be and often is answered that this is not
+    really a theory about how to design games. It's a theory about what
+    gamers are seeking when they play, and as such has its most effective
+    application as a diagnostic tool for play groups that seem to be
+    internally at odds. In this context, if we have players who are trying
+    to get different things out of the game, having some terminology and
+    definitions by which to discuss what each is seeking can be invaluable
+    in resolving conflict. If all GNS theory did was resolve such conflicts,
+    it would be valuable. However, one cannot read so much as the title of
+    that first article, System Does Matter, without absorbing the idea that
+    game design itself is part of the problem, and therefore could be part
+    of the solution. Those who are asking how to do narrativist, or gamist,
+    or simulationist design are asking valid questions; the answers
+    generally given to these budding designers have been inadequate, as they
+    in essence amount to telling people to design whatever they like and
+    then test it through play to see how it works.
+
+    Answers need not be quite so nebulous in this area. Once the theory is
+    understood, there are aspects to it which suggest practical approaches
+    to designing consistent games that support particular sorts of play.
+    This isn't about rules heavy versus rules light design, or about setting
+    detail, or even about things like whether you play your character in the
+    first person or the third person or have control over things beyond the
+    character. It's about how to create games which support and facilitate
+    one approach to play under the theory. Once you have the basic concept
+    of a game idea, application of the theory can greatly aid many of the
+    design details.
+
+    Game design has many areas; no one area will completely control how the
+    game is played, nor is it necessary for design priorities to be
+    considered in relation to all of these areas to be effective. The social
+    context of the gaming group playing the game can have a significant
+    impact on whether the game works at all, and whether it is played as
+    designed. Once it is agreed that a particular group of players is
+    interested in playing a particular kind of game, designing to that
+    desire need not be so mysterious as some imply. Character generation,
+    resolution mechanics, credibility distribution, advancement, and rewards
+    are some of the aspects of design through which particular GNS
+    preferences can be facilitated, and designers can devise approaches to
+    each of these through such considerations long before test play begins.
+
+    Underpinning this article, which will be somewhere on the edge between
+    theory and practice, is this basic principle: conduct will be preferred
+    if it is rewarded, and avoided if it is penalized.
+
+    There's a lot to cover, so coverage will of necessity be sketchy;
+    however, it is hoped that this will provide some foundation for
+    practical applications of the theory to game design.
+
+     Character Generation
+
+    Nearly all role playing games include a section on how to create a
+    character. Very few give more than a line or two to considering what you
+    are creating when you do so. Failure to consider this aspect leads to
+    design problems; in GNS terms, an understanding of what you are creating
+    is far more important than how you are creating it. Put another way, if
+    you know what you're creating, how to do that will more often than not
+    fall into place. Too many games create characters without thought to
+    what they are. Characters are not really people; they are functional
+    components of a game world which are manipulated by players to achieve
+    goals. They are, in a word, tools. It is at this point in play that you
+    are attempting to guide the players into designing the right tools.
+
+    Put that way, it becomes obvious that GNS considerations are very
+    important to the question of what you are designing. If you guide the
+    players into designing hammers, they're going to wind up with tools that
+    are very good for hitting things; if you want them instead to write
+    stories, you need to have them design pens. You need the right tool for
+    the job; if you don't have it, there will be a tendency to try to make
+    the job fit the tool.
+
+    So what kinds of tools are needed for the major types of jobs?
+
+    Gamist tools are easy to recognize and easy to design. A gamist
+    character has to be up to the challenges which lie ahead. What that
+    means in detail depends on the nature of the game in play and the
+    preferences of the designer. Some gamist characters can be extremely
+    focused on the central challenges of the game. Combat is the most common
+    example of this, and a character's effectiveness in a certain type of
+    gamist design would be measured by his abilities to deal damage and
+    survive damage, to stand up to the fight. In a very different sort of
+    game, racing could be the challenge, and character design would be
+    narrowly about how fast the character is without reference to much else.
+    However, skill-driven games can also have a strong gamist design
+    foundation, if the skills are geared to meet potential in-game
+    challenges. Driving or piloting skill, medical skill, hacking, picking
+    locks, and hiding are all candidates for gamist design, because they are
+    there to provide the player with options, ways to beat challenges
+    presented in play.
+
+    That's not to say that narrativist characters can't have either power or
+    skills; they can. However, narrativist characters need to be connected
+    to the world. They need to be built such that things matter to them, and
+    they matter to things.
+
+    Just as there are multiple ways to design a character effective against
+    the challenges ahead, so too there are multiple ways to integrate a
+    character into the world. Creating relationships with other characters
+    is a valuable factor; giving the character beliefs or principles which
+    will be challenged by events is also useful. Character history and
+    character goals might matter, provided these are of a sort from which
+    issues arise. A long-standing feud might be merely fodder for another
+    fight; done right, it might become an issue for exploration. To build a
+    narrativist tool, you should have something that is already tied in to
+    the ideas you hope to explore.
+
+    Simulationist tools are perhaps the most difficult to see or to design.
+    There is a sense in which no words which describe a simulationist
+    character don't apply equally well to another sort. He must be
+    effective, able to change his world; but then, gamist characters must be
+    effective in that sense. He must be human, seeming like a real person;
+    this is true of narrativist characters, certainly. Perhaps the most
+    important characteristic of a simulationist character is that he must be
+    accurate, that is, he must clearly express something real and credible
+    within the setting such that he has exactly the amount of impact on
+    events and persons around him that he should have, no more and no less.
+
+    This does not mean and should not be confused to mean that a
+    simulationist character is more detailed than any other. A simulationist
+    character could have history, principles, character, goals,
+    relationships, skills, and all the things that support other forms of
+    play; he could as easily be three numbers on a statistics sheet defining
+    his effectiveness. What matters is that he is given form as an
+    integrated part of the world, where he fits as if he were born and
+    raised within it. To understand him is to understand the essentials of
+    the world in which he lives, and vice versa. He is what he is, and in
+    some sense not what anyone outside his world wants him to be. He is in
+    the world and of the world, and as a tool he reveals the world to us
+    through himself.
+
+    Now that we've got some idea of what kind of tool, what sort of
+    character, we're trying to create, how do we create him? Do we use point
+    systems for gamist characters, lifepaths for narrativists, and dice for
+    simulationists? Wrong on all counts. Those methodological considerations
+    in themselves have nothing to do with what we are creating. You can
+    create any sort of character with any of them.
+
+    Take lifepaths for an example. We could start a character in his teens
+    and move him, by a combination of die rolls and choices, through
+    military training, education, private sector work, and other areas
+    through which he builds up skills that prepare him for the challenges
+    which will come. We might instead start a character younger, take him
+    through his early years, develop school friends, relationships, family
+    connections, life partners, coupled with the sort of moments that form
+    opinions and beliefs, and so derive someone ready to explore the themes
+    of the game. We could have a much broader selection of options, creating
+    characters who have far less focus and more breadth of background and
+    experience, who thus feel more real, as the tools we will use to explore
+    the world. The idea of using lifepaths didn't matter; it was the way we
+    used them that made the difference. It isn't how you build the
+    character, but what kind of character you build. You'll certainly have
+    to adjust the character generation system to build the right sort of
+    character, and you might find that you have more luck making one
+    mechanic type work than another for what you wish to do, but the answer
+    isn't so much in the type of mechanic as in the targeted result.
+
+    I make some suggestions on character generation systems in [12]Game
+    Ideas Unlimited: CharGen (which gives some general thoughts and focuses
+    on freeform design) and [13]Game Ideas Unlimited: Negative Points (ways
+    to smooth out some of the problems in dice and points systems).
+
+     Resolution Mechanics
+
+    Mr. Edwards has said that system within a game is the equivalent of
+    time. To understand this, you have to understand something about time:
+    it is the medium for change. Without time, nothing changes. In the game,
+    the system determines what happens, what changes; without it, nothing
+    changes. Thus the system determines and controls change, and therefore
+    is effectively time for the imagined world.
+
+    Yet this, too, can be very important in supporting or impeding GNS
+    preferences. How outcomes are resolved matters very much.
+
+    Although it has been said many times, it is worth saying again that
+    diceless systems don't in themselves support narrativist play. They may
+    be used for narrativist play, but they may equally be used for gamist or
+    simulationist play. So, too, such general matters as dice pools, bell
+    curves, granularity, and the other aspects of system which garner so
+    much discussion (particularly from system monkeys) are not in themselves
+    relevant to GNS concerns. As with character generation, it is what you
+    do that matters, and not these questions of how you do it.
+
+    What are you attempting to do? The function of system is to provide the
+    medium for change; more specifically, resolution mechanics are there to
+    empower players to make the kinds of changes they wish to make within
+    the game world and to interact with the consequences. To the gamist,
+    resolution mechanics are in a sense both the obstacles to overcome and
+    the means by which to overcome them. To the narrativist, they are the
+    means by which the theme impacts the character and the character
+    addresses the theme. In simulationist play, these are both the
+    limitations on change and the power to explore it.
+
+    For gamist mechanics, you want something resolute; there usually needs
+    to be clear victory conditions, clear failure conditions. It also helps
+    if the system is responsive to player choice, that is, if there are ways
+    that the player, through his character, can impact the probability of
+    success. This could arise from strategy, or from skill or equipment
+    choice, or from any decision which should and does give the character an
+    advantage. Few things are more frustrating to gamist play than for the
+    character to do things that seem to the player to make sense as ways to
+    improve the odds, only to have these amount to no effect.
+
+    Even unrealistic strategies are helpful as gamist tools. A game that
+    gives combat bonuses for sound, conservative defensive strategy can be
+    very gamist, but so can one which gives combat bonuses for brash and
+    brazen boldness, charging, screaming, doing over-the-top stunts. What
+    matters is not how the bonuses are earned, but that in fact it is
+    possible to manipulate the chance of success through character choices.
+
+    Although combat is the example here, it should not be thought that it's
+    only in combat that such things matter. If a character can improve his
+    chance to pick a lock or hack a computer or repair a wound by taking
+    particular actions, this gives support to gamist play. There is a
+    challenge to meet. The resolution system will tell whether or not the
+    player succeeded, with certainty, but the player has the ability to
+    tweak his chance of success through his approach to the problem.
+
+    Although it may sound strange to say that a resolution mechanic need not
+    be resolute, for narrativist play it is often better that it not be. A
+    gamist wants to know whether he succeeded or failed; a narrativist wants
+    to know whether his efforts had an impact. In a combat mechanic for the
+    use of guns, it is quite sufficient for a gamist system to determine
+    whether the shot hit the opponent and how severe the injury is; for a
+    narrativist system, things are probably a lot fuzzier (from a certain
+    perspective). The shot should have the power to frighten the opponent
+    and cause him to flee, for example. From the gamist perspective, that
+    would be a miss; from a narrativist perspective, that's a success. Thus
+    it helps narrativism if the resolution mechanic provides more of a
+    degree of success rather than a strict success/failure determination.
+
+    Simulationism wants to know what would actually happen, given the
+    assumptions of the setting. That doesn't mean realistic, in the ordinary
+    sense; it means believable within the bounds of the imagined world. A
+    fighter putting his spear in the ground and then using it as a bracing
+    point as he runs across the chests of his adversaries kicking them is
+    not terribly realistic, but it does fit the imagined reality of a
+    certain sort of world, and thus could be incorporated into simulationist
+    play in that world. In fact, if it has been established that a
+    particular fighter can do that, simulationist play would dictate that he
+    do so in any situation in which that would be the obvious response,
+    unless there is reason to think he would do something else at that
+    moment.
+
+    Thus resolution mechanics which support simulationist play are those
+    which make outcomes correct within the setting. Much as with
+    narrativism, this is often served by some form of relative success and
+    relative failure, a determination of how well the character did; but
+    like gamism, this generally needs to be resolute. A simulationist
+    doesn't just want to know that he missed; he wants to know how close he
+    came to hitting.
+
+    It might help put the entire question of resolution mechanics in
+    perspective by imagining that a character runs, perhaps fleeing from an
+    attacker. The gamist wants to know whether he ran fast enough. The
+    narrativist wants to know how running mattered. The simulationist wants
+    to know how fast he ran. Although in a sense, all three are concerned
+    about escaping the adversary, they view this in different ways.
+
+     Credibility Distribution
+
+    Before anything can be said about credibility distribution, some
+    explanation of what this means is important.
+
+    In roleplaying theory, it is recognized that there is within the game a
+    shared imagined reality in which actions occur. Players, including the
+    referee, contribute to the content of this reality through statements
+    made to each other. These statements amount to, "This is what I want to
+    have happen in our shared imagined world."
+
+    Of course, player statements may be contradictory; after all, players
+    have different aims. Bob's character and Bill's character might get into
+    a fight, and Bob might say that his character hits Bill's in the nose,
+    to which Bill answers that his character ducks that punch and knocks
+    Bob's to the floor. Now we need to know what actually happens in our
+    shared imaginative space, or we're no longer imagining the same reality.
+    Game systems must apportion credibility to address these issues.
+    Credibility is the degree to which any person at the table has the power
+    to define what is happening in the shared space.
+
+    You might think that in traditional games, only the referee has
+    credibility. That is incorrect. All players have a measured amount of
+    credibility. The referee rarely is able to say what actions any player's
+    character would take--only whether he succeeded in that action. Thus
+    non-referee players have credibility, too, even in such games, as they
+    get to state what their characters attempt. Credibility means someone
+    gets to decide what rules apply to the situation, when resolution
+    mechanics are used, what the dice mean, and ultimately what happens in
+    the shared space; it also means stating what actions characters are
+    attempting, what they are saying to each other, and how they are
+    reacting. Credibility is always shared. The issue is how it is shared.
+
+    This is sometimes confused with something called narration rights, that
+    is, who gets to describe the scene. There is some connection between the
+    two, but it is not absolute. For example, a game could state that each
+    player at the table is allowed to contribute one fact which must be
+    included in the outcome of the event, and then the player who has the
+    narration rights must state what happened in such a manner that all of
+    these facts are included. He himself might not have determined anything
+    that happened despite narrating all of it. In most instances, narration
+    rights include credibility; yet even in games which pass narration
+    rights around, it may be the case that the referee can veto something
+    stated in the narration if it goes counter to something known to him but
+    not revealed to the players.
+
+    Gamist play is best supported in most cases by narrowly and clearly
+    delineated credibility. Because the point of play is to overcome the
+    challenge, it is not usually effective for the player facing the
+    challenge to decide that he was successful. Since it is also possible
+    that the players may find themselves in competition, it would be equally
+    problematic for that decision to be made by a potentially opposing
+    player. It is important to gamist play that credibility be clearly
+    distributed, and that the player who determines the outcome does not
+    himself have a stake in the outcome. This is why traditional games
+    placed this power with the referee. He was viewed as the neutral
+    arbiter, and as long as the players trusted his neutrality he could
+    determine what occurred in the game world without problem. It is not
+    impossible to eliminate the role of the referee from gamist play, but to
+    do so the design must clearly establish who has credibility under each
+    circumstance, so that disputes do not occur over success and failure.
+    Too much player credibility can actually thwart gamist play preferences,
+    since a player who can merely decide his character has been successful
+    has lost all sense that there was any challenge to the victory.
+
+    This does not mean that players cannot be given credibility beyond the
+    control of their character actions. The credibility to add color and
+    detail to a scene are not contrary to gamist concerns. What matters is
+    that such credibility cannot provide ways to eliminate the challenge
+    itself. As one of my sons observed, you can't give the gamist player the
+    power to invent a plus four sword lying on the table within reach and
+    expect the game to be functional at a gamist level. The challenge must
+    be maintained.
+
+    Narrativism usually requires more credibility in the hands of the
+    players. Players are not competing with each other nor trying to beat
+    the game, so giving them credibility is not detrimental to play in the
+    same way it tends to be for gamist play. Rather, players need to be
+    empowered to address the theme. Director stance, that is, the ability
+    for the character players to add elements to the setting and events on
+    the fly, is not uncommon in narrativist play. It is not essential to it,
+    but works better with it than it does with the other preferences.
+    Severely restricting credibility tends to stifle narrativist play, as it
+    takes from the players their ability to make the statements they wish to
+    make.
+
+    It is much more difficult to address credibility distribution in
+    simulationism. What matters here is the verisimilitude and consistency
+    of the shared imagined reality; that is, all players must see the same
+    thing and believe it. This does not preclude broadly shared credibility;
+    it does require a solid agreement on the nature of the reality. If we're
+    playing in a medieval fantasy world, exploring an abandoned castle, a
+    player given credibility could announce that he saw objects on a table,
+    and describe the objects he saw. As long as those objects do not upset
+    the agreed nature of the reality, such credibility is not problematic.
+    Thus it is evident that the objects could include bottles and lamps,
+    perhaps swords and daggers, possibly jewelry, all things which would
+    typically be found on such tables. Were the player to describe seeing
+    laser guns or kinetic blasters there, this would clearly violate the
+    agreed reality, and his credibility would cease at that moment. However,
+    there are difficult cases here. The player might describe finding the
+    famed lost jewel of Prince Balthazzar, or opening a bottle to release a
+    djinni, or discovering a scroll with a map to a hidden treasure. These,
+    too, are all plausible within the setting, but may be stretching the
+    credibility of the player. For this reason, it is more common for
+    simulationist games to prefer narrower credibility for the players and
+    broader credibility for the referee. It is not a necessary arrangement,
+    but it does tend to support simulationism better.
+
+    Again, credibility distribution does not determine the sort of play that
+    will occur in itself; it tends to support different preferences when
+    configured different ways, and thought should be given to the amount of
+    credibility players should have to facilitate reaching their goals.
+
+     Advancement
+
+    It must be asked whether it is necessary for characters to improve
+    during play; the answer is that this is never necessary. It is not
+    necessary for simulationist play, certainly not for narrativist play,
+    and surprisingly not for gamist play. However, it is often desirable in
+    each mode that characters have the power to improve and advance in some
+    sense. The more significant question is, in what sense can the character
+    advance?
+
+    Most of us are conditioned to think of character advancement or
+    improvement in strictly gamist terms: a character advances by getting
+    better at what he does. That is, his ability to face the challenges
+    increases. That there could be character advancement that has nothing
+    whatever to do with this is surprising to many players. Yet
+    consideration of this mode of improvement should give us some clues
+    regarding how to improve characters for simulationist and narrativist
+    play.
+
+    In discussing character generation, it was recognized that the character
+    was a tool which the player used to achieve goals. Improving a character
+    means making it into a better tool. Thus if a starting character in a
+    gamist game is a rubber mallet, improvement might take it through stages
+    of being a tack hammer, claw hammer, ball peen hammer, sledge hammer,
+    jack hammer, and ultimately pile driver. That is, the character gets
+    more effective at meeting the challenge, because it is a tool designed
+    to meet challenges.
+
+    If we consider the function of the narrativist character, we find that
+    it exists to enable the player to address the theme, and as such it has
+    to be tied in to the issues of play. Improving the character means
+    connecting it more deeply or in new ways with the theme. It can mean
+    deeper commitments, stronger relationships, more determined moral
+    positions; it could also mean greater conflicts, increased doubts, more
+    personal connections. In a game exploring issues of sexual identity, a
+    character who has always decried homosexuality as a moral perversion
+    could be advanced by the discovery that his best friend is homosexual,
+    creating a tension between his friendship and his beliefs. It's not
+    impossible for narrativist characters to get better at things they do,
+    but it is far more supportive of narrativist play for them to advance by
+    becoming more integrated into the issues. The tool that started as a pen
+    has advanced to becoming a word processor: it is now able to address the
+    issues at new levels and in more facets.
+
+    Since simulationist play is about exploring the imagined reality,
+    character advancement is best if it enhances that ability to explore.
+    Our magnifying glass gradually advances to an electron microscope; our
+    field glasses to become the Hubble telescope. The particulars of how
+    this works are greatly dependent on what the game is exploring. If the
+    exploration is of a physical world, greater mobility within that world
+    is the logical route to improvement. Given exploration of a complex
+    society, increased contacts and exposure within the society provide the
+    answer. Exploration of historic or fictional events requires greater
+    access to the events. Combat effectiveness or skill improvement can be
+    simulationist if these empower the player to explore more difficult or
+    dangerous areas of the game world. The variety of possibilities makes it
+    difficult to be specific, but the answer in any situation is found the
+    same way: identify what the tool facilitates, and how to make it
+    facilitate this more effectively. One thing that is consistent across
+    simulationist play in this area is that character advancement, like
+    everything else, must mesh with the in-game reality. A character
+    exploring the setting by working as a local reporter can advance through
+    being assigned to a larger beat, but only if it makes sense in the
+    context of the world that this character would receive that assignment.
+
+    Again, it is not necessary in any style of play for characters to
+    improve or advance. Gamist play can be about beating increasingly
+    difficult opponents with the same resources with which you started.
+    Narrativist play can interact with the world through a static character.
+    Simulationist play can be limited to that which the character can
+    access. All play styles can be enhanced by the ability to improve and
+    advance characters within their own terms. More importantly, if a game
+    design provides character advancement options, these will influence the
+    way in which players approach the game.
+
+     Rewards
+
+    I have written elsewhere of rewards systems, and the necessity that they
+    be two-pronged. I first considered the issue on the forums at The Forge,
+    and later contributed a brief statement on it to RoleplayingTips.com.
+    The clearest and most complete statement on the subject is in the
+    aptly-named [14]Game Ideas Unlimited: Rewards; but as that is for Gaming
+    Outpost subscribers only I'll recap some of it here.
+
+    There are two aspects to rewards systems, both equally important. Many
+    designers fail to realize this, and so design rewards systems that are
+    internally conflicted--they encourage opposing play priorities.
+
+    There is a clear example of this found in examining the popular
+    experience points systems of games in which you kill monsters and get
+    treasure, which gives you points, which raises your character level or
+    skills, which makes you better able to kill monsters and get treasure.
+    This is a coherent gamist rewards system: everything in it is geared to
+    encourage the process of killing monsters and getting treasure, that is,
+    overcoming the challenges of the game. It is a system that does not need
+    repair, because it works extremely well at doing what it is supposed to
+    do.
+
+    However, there are many referees who don't like what it does. They think
+    it encourages players to focus on killing monsters and getting treasure
+    (which is correct, because that's exactly what it's supposed to do).
+    They don't want that to be the focus of the game; they want to encourage
+    role playing, or character development, or dialogue, or helping people,
+    or any of uncounted other roleplay preferences. So they strip away at
+    least some of the points gained for killing monsters and getting
+    treasure, and instead give them for performing the desired conduct,
+    whatever it is. Now a player character gains experience points by
+    helping the poor, or pursuing his private hobbies; these points increase
+    his level--which makes him better at killing monsters and getting
+    treasure. The rewards are now given for one sort of play, but they still
+    facilitate the other.
+
+    It's not necessary to have a rewards system in a game. Stripped of such
+    artificial rewards, many players will discover that play is its own
+    reward. After all, players play because they enjoy the game. They enjoy
+    different aspects of the game, but whatever it is that they enjoy is
+    inherent in the play itself. Rewards systems, in the main, are icing on
+    the cake. Done right, they encourage the desired form of play. Done
+    wrong, they can clash horribly with the entire game.
+
+    Thus when you design a rewards system, you need to look at both sides of
+    it. What does this reward, that is, what does a player have to do to
+    receive the reward? Winning, exploring the theme, and discovering the
+    world are all goals and in a sense rewarding conduct; if you wish to
+    encourage one of those, that is what you reward. You must then also ask
+    what the reward facilitates. Does it make the character more powerful,
+    give the player greater ability to address the theme, open up new areas
+    of exploration?
+
+    Rewards systems, when they exist, are usually tied into character
+    improvement. Thus if you've solved the one you've often solved at least
+    part of the other. It need not be that way; you can provide rewards that
+    advance player goals in one fashion and advancement that does so in
+    another. For example, you could have a gamist game in which character
+    advancement was built on improving skills by use, such that each time
+    the player brought a particular skill into play in a significant way he
+    received credit toward improving that skill. Independent of that, you
+    could reward gamist play with success points, a small pool of points or
+    dice on which the player could draw when he wished to improve his odds
+    against a more daunting challenge or in a moment when success was more
+    important. Rewards do not have to be tied to character improvement, even
+    if character improvement is well designed for the goals of the game.
+    Games with no character improvement at all may still have effective and
+    functional rewards systems which facilitate the desired mode of play.
+
+     Conclusion
+
+    With sufficient consideration to what a game is trying to achieve, GNS
+    theory can be very instructive in how best to achieve it. It does not
+    dictate solutions to all of the questions that a designer must ask, but
+    it does inform him of questions he needs to address which he might
+    otherwise miss.
+
+    In examining character generation, resolution mechanics, credibility
+    distribution, advancement, and rewards, it was shown that there were
+    some ways in which GNS theory could point us to the best solutions for
+    the type of game we sought to build. It is clear that at times designers
+    are asking the wrong questions in these areas, because some of the
+    things which we expect would matter are not relevant, but others that we
+    often overlook are significant.
+
+    Although these five areas of game design are a significant portion of
+    most games, they are not a complete consideration of all the areas which
+    matter in all games. It is hoped that the consideration of these areas
+    will not merely help the designer see that GNS can provide guidance on
+    these game design issues, but also enable him to find the right
+    questions and answers in areas not covered here.
+
+    I look forward to seeing the application of the theory to more games in
+    the future.
+
+    M. Joseph Young is co-creator of the [15]Multiverser role playing game
+    and author or co-author of its various supplements. His Internet
+    writings are [16]indexed for convenience. He is available to discuss
+    these ideas through the Forge forums and by e-mail.
+
+    The author wishes to thank Ron Edwards, Mike Holmes, Clinton Nixon, Ryan
+    Young, Fang Langford, and Ralph Mazza for their editorial suggestions on
+    the draft of this article. To recognize all those whose contributions
+    were made through discussions on the forums of this site and others
+    would require a separate article; please accept my thanks.
+
+    Similarly, there have been uncounted forum posts here and elsewhere that
+    have contributed to the author's understanding of these issues. It has
+    been wisely suggested that at least some of these be linked; alas, there
+    are again more than can be acknowledged. Two stand out, however, as
+    expanding on specific areas covered in the article, and in both of them
+    the author here has made comments there which he hopes are of value. The
+    concept of credibility appears to have been introduced by Vincent in
+    [17]Vincent's Standard Rant: Power, Credibility, and Assent; this
+    author's comments on the top of the [18]second page and near the bottom
+    of the [19]third page may be helpful in elucidating the use of
+    Credibility in this context, and there is much on the thread that is
+    useful. It appears that the earliest suggestion of the two pronged
+    nature of reward systems was in this author's post, the second, in
+    [20]GNS and Player Rewards. The post illustrates by examples that games
+    do not need reward mechanics for players to be rewarded, as play can and
+    is often its own reward.
+    The Forge created and administrated by [21]Clinton R. Nixon and [22]Ron
+    Edwards.
+    All articles, reviews, and posts on this site are copyright their
+    designated author.
+
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