A creative agenda is a set of priorities, motivations, and attitudes which players at a role-playing game table may have with regard to the game they're playing. Successful play groups often, though not always, share a common creative agenda. Originally described by game designer and theorist Ron Edwards, the creative agenda is a component of the Big Model, a theory of game design and play originating from a now-defunct RPG forum called the Forge.
Gamism is a creative agenda in which players emphasize competition, triumph over risk, and fair play. Gamist play shares certain priorities and attitudes with play in athletic competitions or board and card games.
Narrativism is a creative agenda in which players emphasize character choice and emotional drama: story arcs, character development, and thematic evocation. Narrativist play prioritizes many story elements which you might discuss in a high-school or college literature class: plot, climax, conflict, catharsis, that kind of thing.
Simulationism is a creative agenda in which players emphasize the consistency and coherence of their shared fiction: defining and adhering to the nature of the world and its societies, the laws of magic, or the fine points of combat, for example. Simulationist play often prioritizes immersion (promoting the out-of-character illusion that one is experiencing the in-character world) and extensive world-building.
One common misconception about creative agendas is that they describe games, rather than players. According to the original usage of the term, only players (and more commonly, groups of players) can be gamist, narrativist, or simulationist. It might be fair to say that certain role-playing games facilitate one agenda rather than another, but that is a separate discussion.
Another common misconception is that gamist, narrativist, or simulationist agendas imply particular attitudes towards honoring or changing the rules of a game as written: for example, that gamists will never hack or change a rule that they dislike during the course of a game, or that narrativists are quick to dispose with or reinstate a rule as it clashes with or facilitates the story they want to tell. The question of if, when, and how to change game rules are orthogonal to the GNS question; Forge and Forge legacy theorists will be really confused if you talk to them about how you are a narrativist and so you changed a rule in the middle of a session. There's nothing morally wrong with using a term in a different way than it was originally used, but it causes some confusion, and may rob us of a useful way to talk about personal priorities rather than features of game design or attitudes towards rules. After all, a gamist could ignore a rule because it gives one player an unfair advantage, a narrativist could ignore a rule because it resolves an important emotional arc too quickly, and a simulationist could ignore a rule because that's not how halberds work in real life, for instance.
My friend Chris explains this topic better than I. Where we disagree, trust him over me. Here are his articles on …
… what the Big Model is
… what creative agendas are
… what narrativist play is like
… what narrativist play is not like
… running Exalted using Ron Edwards's Sorcerer (unrelated to this discussion)
Gamism is a creative agenda in which players emphasize competition, triumph over risk, and fair play. Gamist play shares certain priorities and attitudes with play in athletic competitions or board and card games.
Narrativism is a creative agenda in which players emphasize character choice and emotional drama: story arcs, character development, and thematic evocation. Narrativist play prioritizes many story elements which you might discuss in a high-school or college literature class: plot, climax, conflict, catharsis, that kind of thing.
Simulationism is a creative agenda in which players emphasize the consistency and coherence of their shared fiction: defining and adhering to the nature of the world and its societies, the laws of magic, or the fine points of combat, for example. Simulationist play often prioritizes immersion (promoting the out-of-character illusion that one is experiencing the in-character world) and extensive world-building.
One common misconception about creative agendas is that they describe games, rather than players. According to the original usage of the term, only players (and more commonly, groups of players) can be gamist, narrativist, or simulationist. It might be fair to say that certain role-playing games facilitate one agenda rather than another, but that is a separate discussion.
Another common misconception is that gamist, narrativist, or simulationist agendas imply particular attitudes towards honoring or changing the rules of a game as written: for example, that gamists will never hack or change a rule that they dislike during the course of a game, or that narrativists are quick to dispose with or reinstate a rule as it clashes with or facilitates the story they want to tell. The question of if, when, and how to change game rules are orthogonal to the GNS question; Forge and Forge legacy theorists will be really confused if you talk to them about how you are a narrativist and so you changed a rule in the middle of a session. There's nothing morally wrong with using a term in a different way than it was originally used, but it causes some confusion, and may rob us of a useful way to talk about personal priorities rather than features of game design or attitudes towards rules. After all, a gamist could ignore a rule because it gives one player an unfair advantage, a narrativist could ignore a rule because it resolves an important emotional arc too quickly, and a simulationist could ignore a rule because that's not how halberds work in real life, for instance.
My friend Chris explains this topic better than I. Where we disagree, trust him over me. Here are his articles on …
… what the Big Model is
… what creative agendas are
… what narrativist play is like
… what narrativist play is not like
… running Exalted using Ron Edwards's Sorcerer (unrelated to this discussion)
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