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| Visual representation of GNS theory |
The three categories can be defined as this:
Gamism (prove thyself gameplay)
'Decisions based on satisfying clear predefined goal conditions in the face of adversity: in other words, on the desire to win.' (Ron Edwards, GNS theory)
Gameplay of this type is by far the most popular, pitting the players against tougher and tougher challenges without spending much time on the set up, explanation and narrative value. The emphasis is on character effectiveness and ability to succeed, also known as power gaming in some circles. In a broader sense, the game is about winning, being the best, and proving it by overcoming obstacles. Arguably most of current games have this focus, indeed it is hard to think of a role-playing game with a focus outside of power fantasy and 'winning'.
Narrativism
Narrativism relies heavily on outlining or developing motives for the characters, putting them into situations where those motives come into mutual conflict, and making their decisions in the face of such stress the main driving force behind events. (Ron Edwards, GNS theory)
The purpose of narrativist games is to draw the player into the emotional situation of conflict of their character, then, much like gamism they follow a pattern of escalation until the character either fails to uphold their morals & subsequently changes them or their 'story' ends; in this context, a story reflects the amount of remaining conflicts that exist for the player.
Simulationism
'Simulationism refers to a style of play where the main agenda is the recreation of, or inspiration by, the observed characteristics of a particular genre or set of source material.'(Ron Edwards, GNS theory)
The true focus of a simulationist style role-playing game is the analysis and following of cause and effect. The players begin with a base world, perhaps even physical reality or superhero anthology & they then create fitting individuals for such a world. The internal consistency is the primary focus. The decisions of the character are based upon what that individual would want rather than the player, in this sense the character is treated as a completely separate entity rather than an extension of the player.
The creator of this model of role-playing specification has discarded it in favour of something called the Big model, I will look into the big model, however I believe there is a lot to be derived from this analysis of why people play role-playing games.

good post
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