Other Terms
The GNS theory incorporates Jonathan Tweet's three forms of task resolution that determine the outcome of an event. Edwards said that an RPG should use a task resolution system or combination of systems that is most appropriate for that game's GNS perspective. The three task resolution forms are:
- Drama, the participants decide the results, the requirements of the plot being the determining factor (e.g., Houses of the Blooded )
- Fortune, chance decides the results (e.g., by using dice)
- Karma, a fixed value decides the results (e.g., by comparing stats - e.g. Nobilis )
Edwards has said that the main reason he changed the name of the Threefold Model's "Drama" type to "Narrativism" for GNS was to avoid confusion with Drama as a task resolution system.
The GNS Theory identifies five elements of role-playing that all players recognize:
- Character, a fictional person
- Color, details that provide atmosphere
- Setting, location (in space and time)
- Situation, the dilemma
- System, determines how in-game events unfold
It also explains four Stances the player can have in making decisions for their character:
- Actor, decides based on what their character would want and know
- Author, decides based on what they as a player want for their character and then retroactively explains why their character made that decision
- Director, makes decisions that affect the environment rather than a character (usually represented by a game master in an RPG)
- Pawn, decides based on what they as a player want for their character without bothering to explain why their character would make that decision
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