Wednesday, July 17, 2024

When We Were Alone

Last Saturday, JB wrote,

"For the most part, I've approached my entire role-playing hobby in this way...and why not, when my introduction to the hobby was the D&D game?...even with game systems that are clearly not conducive to this style of play. Or rather, I did...up until the early 2000s when I started reading RPG theory over at the Forge and recognizing how different systems facilitate different types of play."

 

Okay, so ...

There's absolutely nothing I'd like less than to write a history about how this shit with the early 2000s and GNS theory came about, since I had no conscious part of it at the time and only had to deal with the aftermath.  At no time was I asked, "Do you want the critical elements of the game you love utterly reworked and massacred by an early internet-savvy self-publishing game designer ready to take advantage of an existing ennui perpetrated by a company that didn't actually give a shit about those playing it's RPG game?"

This, however, is hardly understood, and needs a history, one that isn't written by a salivating fan-boy like Maliszewski.  As such, let me piece together the nightmare as I understand it, from what I can find.

Before founding "The Forge," Ron Edwards was primarily known within the role-playing game (RPG) community as an independent game designer and a vocal critic of mainstream RPG design trends.  His early conclusions about the game was that a deep engagement existed between the player and the DM ... the interpretation of which provided him with the insights and experiences that fueled his critical perspectives on game design.  These perspectives had all the verification of a religious zealot ... and had he not possessed them until the present day, or at any time before the mid-1990s, they would have died away without ever being embraced.  But like so many things with which we contend with today, Edwards' particular brand of narcissism coincided with the newness of the internet, which enabled him to spread his ideas through The Forge, which we'll get to momentarily.

Edwards' most notable work was his game "Sorcerer," which he self-published in 1996. "Sorcerer" was distinctive for its focus on personal horror and moral dilemmas, as well as its innovative mechanics that emphasized narrative and thematic depth.  The game made no splash at all within the gaming community; it was just another piece of work, like hundreds and hundreds of others.

In 1999, he founded The Forge, an independent website with its own domain.  This site featured a custom-built online discussion forum specifically designed to facilitate in-depth conversations about role-playing game design and theory. The website was not associated with any of the major social media platforms; instead, it operated as a standalone forum dedicated solely to the RPG community.  While there wasn't a complete vacuum of RPG content at the time, the online resources were somewhat limited and fragmented. The founding of the Forge in 1999 provided a more focused and structured platform.  The alternative at that time were Usenet newsgroups, mailing lists, personal websites and blogs (before those became popular) and a few other forums, notably EN World (originally known as Eric Noah's Unofficial D&D Third Edition News).

Wizards of the Coast, White Wolf and Chaosium had their own websites, which included forums, but these tended to be clumsy, with basic and sometimes clunky designs, and they generally lacked the interactive features that modern websites offer. Most were built using simple HTML and often had rudimentary layouts and navigation.  Features such as forums, chat rooms, and content management systems were in their infancy. While some sites did have forums or message boards, these were often very basic.  They suffered from slow load times, static content and an absence of community engagement, largely because they had a staff of one person who fought mostly to keep the website from crashing.  Compared to these, The Forge, with its focus on community-driven discussion and content, provided a more engaging and specialized platform for RPG enthusiasts and designers.

As The Forge had a clear mission, to explore and develop RPG theory and support independent game design, and because it encouraged conversation rather than dictating a particular belief about gaming, it became a hotbed for new ideas and theories in a community that had become sterile and dissatisfied with D&D.  Many felt that the game, particularly its second edition, had grown stale and overly complex, with a plethora of supplements and rules expansions. The core mechanics and settings were seen as limiting for players seeking fresh and innovative gameplay experiences.  There was a growing interest in RPGs that focused more on narrative and character development rather than the traditional dungeon-crawling and combat-heavy style of D&D. Players wanted games that allowed for deeper storytelling and more meaningful character arcs.  This feeling had led to the proliferation of other games, like White Wolf's "Vampire: The Masquerade," which accentuated storytelling, personal horror and complex social dynamics.

The industry itself, throughout the 1990s, was experiencing fatigue from a flood of supplements, splatbooks and expansions that often felt more like cash grabs than meaningful content additions.  This commercialism left many players and GMs feeling disillusioned with the direction of mainstream RPGs.  This encouraged independent RPGs, which of course was the reason why Edwards tried to do so himself with Sorcerer.  The backdrop of all that was happening prior to 1999 made fertile ground for anyone ready to embrace the internet, see it for the opportunities it provided, and who posssessed a reasonably believable theory that could be espoused upon a dulled, thirsting audience wandering around in a desert.

It should come through this history that I don't have a lot of respect for Edwards.  I can't fault the man himself.  Probably, given what he knew, and the absence of ready game theory books written by educated persons who were unwilling to admit that role-playing games existed, much less to take time deconstructing them, GNS theory sounded plausible.  Unfortunately, like many, many other ideas presented by humans intended to explain things, like "ether" or "phlogiston," it's just fucking wrong.  This is painfully obvious to anyone whose ever done actual research into human behaviour or philosophy, because it bears so many of the characteristics of BAD IDEAS that have occurred in those fields, but to the uninitiated, typical human willing to engage with the internet between 1999 and 2003 (when virtually everyone was either young, a computer nerd or very horny and trying to get laid), it looks completely sensible.  So does Mormonism.  The RPG community was thirty, and willing to drink anything plausible, and Edwards, unknowingly, gave them sand.  And the community drank it up.

GNS Theory, briefly, is a framework developed to categorise and understand different styles of play and design goals in role-playing games (RPGs).  "GNS" stands for Gamist, Narrativist and Simulationist, the three primary types of play styles that the theory identifies.

The Gamist approach prioritises competition, challenge and strategic play, stressing the game aspect of RPGs.  Players in this style seek to overcome obstacles, achieve goals and often compete against each other or the game system itself.  Gamist play typically involves clear rules for conflict resolution, rewards for success and a focus on tactical decision-making, embodying the idea of "winning" within the game context.  Classic dungeon-crawling adventures in Dungeons & Dragons, where players face monsters and puzzles to gain treasure and experience points, are quintessential examples of Gamist play.

The Narrativist approach, on the other hand, prioritises storytelling, thematic depth and the creation of a coherent narrative.  It emphasizes the story aspect of RPGs, where players collaborate to tell meaningful and engaging stories.  Narrativist play often involves mechanics that support storytelling, such as narrative control, character development and thematic conflicts, focusing on creating a compelling and emotionally resonant narrative.  Games like "Dogs in the Vineyard" by Vincent Baker, which center around moral dilemmas and character-driven stories, exemplify Narrativist play.

The Simulationist approach prioritises the realistic or immersive simulation of a particular setting or experience, accentuating the world aspect of RPGs.  Players in this style aim to explore and interact with a detailed and consistent fictional environment.  Simulationist play often involves complex and detailed rules that simulate the physics, politics and social dynamics of the game world, aiming to provide a believable and immersive experience. Games like "GURPS" (Generic Universal RolePlaying System) by Steve Jackson Games, which aim to offer detailed rules for simulating a wide variety of settings and scenarios, are Simulationist in nature.

The theory includes the suggestion that  these three approaches are not mutually exclusive but represent different priorities and preferences that can influence game design and play. While a single game can incorporate elements of all three styles, often one will be more prominent. The theory helps designers and players understand their preferences and make informed choices about the games they create and play.  However, one major criticism is that GNS theory fails to account for the fluid and dynamic nature of player preferences. Players often shift their focus depending on the context of the game session, the story arc or their mood, which the rigid GNS categories do not adequately capture.  Additionally, the theory does not consider the social and psychological aspects of gaming, such as group dynamics, personal player goals and the impact of the game master’s style, which can significantly influence the play experience.

Another issue is the theory's limited applicability to a broader range of games. While it was developed with traditional tabletop RPGs in mind, the rise of diverse gaming formats, including live-action role-playing (LARP), digital RPGs and hybrid games, has shown that GNS theory does not comprehensively address the varied mechanics and experiences these formats offer.

Furthermore, the language and framework of GNS theory cannot be considered academic, but "pseudo-academic."  As Edwards was an amateur game designer, the terms "Gamist," "Narrativist," and "Simulationist" are not clearly defined and can be interpreted in various ways.  This imprecision leads to confusion and misapplication, as different people may have different understandings of what each term means.  Oversimplification, or reductionism, fails to capture the nuanced and overlapping aspects of actual gameplay experiences, making it less useful for practical analysis. Furthermore, much of GNS theory is based on anecdotal evidence and personal observations rather than systematic studies, which undermines its reliability and generalizability across different gaming groups and contexts. While GNS theory uses a formal and structured approach, it lacks the depth and rigor of genuine academic discourse.  This lack of interdisciplinary integration limits its explanatory power. Many professional game designers and scholars have criticized GNS theory for its simplistic approach and failure to account for the complexities of player motivations and game dynamics. These critiques highlight the theory's shortcomings and challenge its validity.

Over the years, more nuanced and flexible frameworks have emerged, such as the "Big Model" or the "Threefold Model," which offer more detailed and adaptable approaches to understanding RPG play styles. These newer models incorporate a broader range of factors, including player psychology and social interactions, providing a more holistic view of gaming experiences.

But the damage has already been done.  The negative imprint of GNS theory on the rhetoric and community think within the RPG community has been considerable. Despite its initial intention to provide a structured approach to understanding different play styles, the theory's flaws and limitations have led to several detrimental effects.  The ideas have contributed to a pervasive sense of dissatisfaction and division within the RPG community over the past two decades. Rather than unifying the community or providing a clear path forward, GNS theory has inadvertently led to a fracturing of concepts, beliefs, and ongoing arguments that have permeated the internet and RPG forums.

One significant issue is that GNS theory has exacerbated divisions within the community by creating rigid categories that encourage a "one size fits all" approach to play styles. This rigid categorization has often led to gatekeeping, where certain styles of play are deemed superior or more legitimate than others. Players and game designers who do not fit neatly into the Gamist, Narrativist, or Simulationist categories can feel marginalized or invalidated, resulting in a fragmented community where mutual respect and appreciation for diverse play styles are lacking.

The theory's imprecise terminology and lack of academic rigor have further fueled endless debates and misunderstandings. Discussions about game design and play preferences often devolve into semantic arguments about what each category truly means. This has led to a culture of pedantry and argumentation, where the focus is on defining and defending theoretical constructs rather than fostering a collaborative and inclusive environment. These debates can be alienating, driving people away from meaningful engagement and innovation in RPG design.

Moreover, the pseudo-academic nature of GNS theory has contributed to a sense of disillusionment. Many in the community initially embraced the theory as a way to bring clarity and improvement to RPG design, only to find that its simplistic and flawed framework did not hold up to scrutiny. This disillusionment has led to a broader skepticism about RPG theories in general, with some feeling that theoretical discussions are more about intellectual posturing than practical improvement.

The fracturing effect of GNS theory has also manifested in the proliferation of niche communities and subcultures within the broader RPG landscape. While diversity in gaming is generally positive, the sharp divisions and lack of common ground have led to isolated echo chambers rather than a cohesive and supportive community. This isolation can stifle cross-pollination of ideas and reduce opportunities for collaborative growth and innovation.

In essence, rather than leading the dissatisfied out of the desert, GNS theory has left a lingering impact on a culture where arguments about play styles often overshadow the joy and creativity that RPGs are meant to inspire. This persistent division underscores the need for more flexible, inclusive, and practical approaches to understanding and enhancing the role-playing game experience.

The state of RPG design over the past two decades has, in many ways, exacerbated the issues that were already problematic in the 1990s. Despite attempts at innovation, many contemporary games still reflect and even amplify the dissatisfactions that existed back then.  5th Edition, while popular, embodies many of the same issues that plagued earlier editions. The game often prioritises superficial storytelling that lacks thematic depth, relying heavily on the Dungeon Master to enforce narrative coherence. This results in a gaming experience that can feel unstructured and unsatisfying, with player whims often driving the story in directions that lack substantive engagement.  Moreover, many modern RPGs continue to stress combat and tactical elements, aspects that were criticized in the 1990s for overshadowing other forms of play. Even games that claim to focus on narrative often fall back on these familiar mechanics, leading to a lack of true innovation in how stories are told within RPGs. This reliance on old, combat-centric mechanics highlights a failure to appease those people who do not care for combat, who still insist on forcing the game away from it.

Indie games, which emerged from the Forge community, aimed to counteract these trends but often ended up creating niche experiences that did not appeal broadly. These games frequently focused on specific themes or narrative mechanics but failed to integrate a balanced approach that could satisfy a wider audience. This has left a gap between mainstream and indie games, with neither fully addressing the underlying dissatisfaction.

Additionally, the rise of corporate influence in game design has led to a proliferation of products that values marketability over genuine innovation. Games are often designed to appeal to the broadest possible audience, resulting in diluted mechanics and superficial storytelling. This commercial approach has further entrenched the issues that were present in the 1990s, making it harder for truly innovative designs to gain traction.  As a result, the promotional rhetoric from gaming companies drastically overstates the innovative aspects of their products. This creates a cycle of hype and disappointment, where games are marketed as revolutionary but fail to deliver meaningful advancements in play experience. Players are left feeling disillusioned, as the promised innovations rarely materialize in a way that addresses their core frustrations.

And the result of all this, the end lesson that cannot or will not be learned, is that the industry, the game designers, the publishers, those in power, and most of those who publish works for a buck and sit on panels discussing their nuanced inadequacy to change anything that's been going on for 30 years now, DO NOT CARE ABOUT YOU.  They don't give a fuck what kind of game you want to play, or what your needs are, or where the game is going in the future or anything having to do with your problems as a DM or what your gaming group wants.  They care about your money, about putting flashy, glitzy things in front of you that convince you to dump another pile of money in their pocket.  And so long as they can massage the language in order to make YOU think that they're going somewhere important with YOUR game, you'll keep bending over and letting them fuck your wallet for as long as you continue being part of this community.

Nobody out here is going to help you.  The internet won't, the voices won't, a general theory of gaming won't, a great community full of deep conversational analysis won't, a new module won't, a new game won't.  You're on your own.  You've always been on your own.  And pre-internet, when everyone fucking knew this, is when ALL the valuable stuff created for these games was written.

When We Were Alone.

So get the internet out of your head.  You want your game to be a good game, do it yourself.

What is never understood about the culture we're all a part of — that disconsolation and ennui associated with the game in the 1990s, that people thought needed to be solved ... that people today still think needs to be solved ... represents the voice of those who aren't involved with the game's creation.  In short, the voice of those who don't matter.  We should not care about people who "don't like the game as it is."  They don't count.  The game wasn't made for them.  Okay.  Let them go and find another game.  We need to stop thinking that our game needs to change so it can be their game.  Fuck them.  They're not part of us.  They never have been.  Like Edwards, who did not like the game that existed, who thought it needed to be some other game, they aren't interested in what we do, or what we like.  They just want to be catered to.

And we need to stop doing that.

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