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Posted By: akooser3) Where does the GNS model breakdown, if it does?
Posted By: akooserIs this concept in the vein of self organizing? That the group through some means arrives at a CA that give them more fulfilling play?
Posted By: Paul T.Note, also, that GNS is described as "the three currently recognized Creative Agendas"--i.e., the theory is open to the idea of there being others.
Posted By: akooserThis is more a theoretical question. Can the Big Model be used to create a set of mechanics that supports your above statement? Or does this arise out of accidentally design (or maybe unfocused CA support) and drifting?
Posted By: lumpleyIn particular, Levi's position that a group can collaboratively develop a shared creative accord, but it'snota coherent creative agenda, is based on a misunderstanding of what-defines-what. Their creative accord is their creative agenda; that they share it, that it is an accord, means that it's coherent. There is nothing else that "coherent creative agenda" means.
Posted By: Vernon RThe problem with leaving the "that's what play is" out is really it's something the gm has to know in creating situations and scenarios for play. His choices will decide what play is.
Posted By: Moreno R.Yes, this is not an exaggeration, eh? ;-)
Posted By: Moreno R.The funny thing is that, if you have all this, all you get at the end is a group with a common creative agenda... :-)
Posted By: Eero TuovinenOK, I was going to answer this topic, but fuck me if I'm going to discuss rpg theory at a forum with post length limits. Even a short overview goes over 2000 characters overlength.
Posted By: akooserEuro: I am interested in your comment and help. Would you mind e-mailing them to me or providing at link I can go to?
Posted By: Moreno R.I think that people that say that they play both G and S or G and N or N and S together without any problem are looking only at that 99%, dismissing the other 1% as "inevitable differences of opinion that sometimes happen", without considering the effect of that 1% on the global effect of play, during the entire instance of play.
Posted By: Moreno R.So you agree that, to get the most "fun" (let's not begin a thread about what fun is, please...) from the game, the group should reach a common agreement (even if not verbalized), but you don't want to call it "creative agenda" because you don' agree with the mapping in the three categories, right?
Posted By: Moreno R.The categorization (or lack of categorization) in nar, sim and gam is another, separated "step". If you are able to show a fully functional hybrid of all three, it would still be a creative agenda. Only, a not easily categorizable one.
Posted By: Moreno R.Plater 2: "I am not going to fight Galactus! It's too huge, we are like ants... "
Player 1: "Don't start with all that crap, he has only 3 hp left! Attach him with that toothpick!"
How could you "mediate" between these three outlook in this scene?
Posted By: Levi Kornelsen
Also, why not discuss what fun is?
I've had a lot of success on that front so far.
Posted By: Levi Kornelsen
I don't care if the bouncy ball is "more reddish" or "more bluish" or "more yellowish" nearly as much as the exact color, and if the people engaging discussion of colors with me only think in terms of those three categories, and insert that discussion into any attempt to discuss paint, then it should not come as a mystery when I eventually throw up my hands, look at them, and tell them that their "Color-ish" scheme isreally fucking stupid.
Posted By: Eero TuovinenI also did a breakdown of what GNS says and how one should go about refuting it, if such were in the interest - that's probably a separate topic, though, so let us know if you want a concerned and detailed analysis of that.

Posted By: Paul T.Levi, your Glossary of Fun is a very good read. But: it mentions "the four modes" a couple of times. What are they? What are they modesof?
Posted By: Moreno R.If you say so. I personally prefer listening, understanding and (patiently) explaining to calling people or things "really fucking stupid", but maybe it's my problem. Caused, maybe, by the fact that I never really experienced this strange world of yours were, you say, every gamer in the world can simply talk about his or her idea of what he or she want from role-playing, and everybody magically reach a perfect agreement without thinking, ever, that the other person idea is "really fucking stupid"
Thanks for proving my point.
Posted By: Simon CIf what Levi is saying is true, they're just arbitrary categorisations, and what's important is the specific process of play that each group uses, not which of these three categories it fits best into.
Posted By: Pooka
Vincent says, in Eero's words "CA modes are arbitrary groupings that have been chosen for convenience", and then Eero says that this isn't really true, and that the modes were determined to be accurate from empirical observation (of play, one assumes), so who in particular made these observations? I have my problems with claims of empiricism, as well, but that's due to my subjectivist tendencies.
In other words - I thought I understood better when Vincent explained things, but then Eero came along, Vincent agreed, and now I'm confused. :P
Posted By: Levi KornelsenPosted By: Simon CIf what Levi is saying is true, they're just arbitrary categorisations, and what's important is the specific process of play that each group uses, not which of these three categories it fits best into.
Whoa. Not totally arbitrary. There are generalised patterns that match up with them.
The bit I said, about the "color-ish scheme" and me throwing up my hands? That's a statement aboutfrustration, not about pure ideas.
Posted By: Eero Tuovinenor if there was a lot of discussion of the level of behavior that would become Creative Agenda, as well.
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