Showing posts with label Narrativist. Show all posts
Showing posts with label Narrativist. Show all posts

Wednesday, 24 May 2017

Does Story trump rules? Only in cartoons and comedy

Over at Raging Owlbear, There is a thread about how Story trumps Rules. He makes some good points, yet at the same time misses some (IMHO) critical issues. This is not just Owlbear, This has been seen across the board with so many threads on so many forums, and its really scary that anyone should/would box RPGs up, to exclude anyone that doesn't agree with this.

If you haven't or are not going to read it, or just to clarify what I think he's saying:

Story Trumps Rules:

Owlbear talks first about how rules provide a framework for us to tell a story so we can have fun. He then goes into why you should not break the rules, I agree . Then how you should learn the rules, so you can know when to break them.. and lastly, When to break the rules, mostly this was "is it fun? then break the rules"

Whose fun?

The bulk of the posts these days seems to be "oh, the situation is too hard, just let them have their fun, scale down the difficulty, pull out the problems, let the players have fun"

At whose expense?

Owlbear doesn't go down this path, he uses example that seem fair, realistic, but read between the lines, and you can see that none of these 'rules' needed to be broken.

How do I portray this to you, the reader, clearly.. How about this: for the older crowd: We all knew it was illegal to record shows from TV onto a VCR and watch it later, the law was to stop people from setting up micro-cinemas, and showing lots of people, denying the production company the money to pay for the movie/show. For the younger crowd, Its Illegal to record Youtube Videos, and watch them later, same reasons. Yet people do it, why? because the rule is broken, its a blanket rule to cover all situations. Laws can't cover all instances fairly, neither can roleplay game rules. and that's why the Gamesmaster exists, She/He can gauge the situation and determine, does that rule apply to this situation or not.

Scafford of Consistency

When Owlbear talks of not breaking the rules, he talks of Consistency: A scaffold of consistency allow players agency to use their own world knowledge to play the game without needing to know the rules off by heart. If in real life, they think they can jump from a pillar to a window frame, they should be able to, If in real life, they can 'target' the head, with their sword swing, they should be able to. The Rules, are supposed to be an abstraction of physics to game mechanics, to allow players to do what they want to do.. or at least try.

Newer GMs

Newer GMs don't know when to use rules and when they don't, Often they'll break immersion to look up a rule, players go off, get a drink, return and have lost some of the flow of the game. so GMs learn quickly or look up on the internet how to do it better and what do they hit first?, 'break the rules to make sure the fun doesn't stop' and like the VCR/Youtube example above, they'll do what everyone does. to get done what needs to be done, so the game doesn't come to a crashing halt.

One of the reasons I advocate that new GMs should first be DMs, is to get familiar with a stricter set of rules. Dungeonworlds: Dungeon Delvers Twelve, puts the DM in charge of a dungeon, players have a more structured environment, a Dungeon, to get familiar with the rules, but so does the DM. Over time, after learning how to run a dungeon a few hundred times, they might advance to GM to deal with the outside world, the travel between locations, the open world, the sandbox and all the aspects of roleplay that both players and GMs need to get used to.
As they go though, they'll get used to what rules work in certain situations, but not others. If a rule doesn't exist, (like 99% of the time) the GM has likely learnt enough on how to gauge the situation, use a rule that matches best, and if no rule exists, make a ruling on what to do. No rule has been broken, players can maintain consistency, keep their agency and get on with the game, without thinking "Oh, the GM just fudged that, ok, so I don't need to think about what I can do, I should instead think about what is cool, fun, exciting and the GM will allow it, because 'fun!'.

Maybe they do that subconsciously, maybe the make a decision to do so, I know I fell into the trap, when my GM wanted my character to succeed, I felt no push-back to my antics, so I just kept pushing, not on purpose, just to know the limits. I quit the game when I should have died for the 3rd time and he just hand waved me through.. for plot.. sorry, I want to enjoy the challenge, and to understand the challenge, I need to know the bounds of the game.

What kind of fun? What kind of story?

Everyone has an opinion of what fun is, as they do what a story is. Romeo and Juliet is a classic tragedy, its an awesome story, its known around the world, yet I can't see a shred of fun in it. So why does fun trump story again? I think restricting all forms of roleplay to only 'fun' stories, is like limited TV to only cartoons and comedy. when so many other genres exist...

This is really another topic, but at the core of what we're talking about:

Limiting Roleplay to Plot and Story is, to my mind, akin to Railroading. Any kind of decision by the forces of nature (the GM) that pushes the plot in any direction, especially for Plot (story) will be viewed by the players as taking away their agency. So if Fun trumps Story.. doesn't that mean that guiding the game, to be more fun, is another form or railroading? What if the natural progression of the 'story' is to become a classic tragedy? If the GM obeys the fun rule, it forces a comedy, from what could have been an awesome tragedy, to something in the middle, and no-body wins.

Yes, Personally, I'm a Sandbox GM, I think we create stories in real life from moments of the mundane, I went to the shops, met a man, who sold me some beans for my cow and when I got home my mother scolded me.. Each of these events are fleshed out in roleplay, and more so in life, but when we tell them later, we only state the sentence that sums up all those events "met a man", did a GM somewhere make an encounter roll? sure, and he did so for the 20 people that met that man before me, but each one failed to swap the beans, and they went to different stories, not one of them is going to include the "met a man with some beans" in their story, unless its somehow relevant. Not everyone has the beanstalk 'fun' but for some reason, this topic keeps popping up, telling new GMs, misguiding them from the path for this 'fun' version of roleplay.


Sunday, 20 December 2015

Narrative Sharing, my two cents

Just Wanted to jump on the bandwagon of this wave on the interwebs.

You can look at the arguments across some of the forums, from here and here and here and here

TL;DR; If used sparingly, a narrative mechanic might work, but you gotta be a dang good GM to know how to use it.

Should Players have Narrative Control?

Sure, about themselves, their characters, their decisions, for the most part. When players suddenly decide their law abiding paladin decides to slaughter innocent children, I gotta ask the player.. "hey buddy, that makes zero sense for your character, should we talk about whats happening?" So maybe not 100%.

When it comes to asking the now famous question: "Do I see a rock nearby?" or the other "is there a Botany book in this library" Now we're getting to some of the problem.. I'm thinking, probably yes, but, ... and I'll get to that..

When a player starts saying things like, " I wanna play an elf" and I say, "sorry, but the campaign is set too far from any reasonable expectation of an elf being within dragon-spitting distance, let alone born here, what is it you want to play?" we're not talking narrative, we're talking setting.. so thats another point.. kind of a yes.. but.

If a player ask, in my Pratchettesque fantasy setting, " I want to buy a glock.38" then I'm going to look at him quizzically and say, "you do realize this is a fantasy game right? no guns?" so that's a plain.. No.

Working backwards:

Setting, I hope it doesn't need to be explained in detail, no-one is really arguing that a player insists on breaking the setting, and that a GM need to allow it. strike it off the list.

Bending the setting, When a player wants to create his character that's not really permissible. Early GMs might capitulate because they don't know or haven't experienced how sometimes saying yes to make the player feel good, will break the world. My example of an Elf above, would suggest, somehow against all logic and reason, some Elven parents managed to sneak into territory hostile to elves, have a kid, raise him, all the while disguising themselves and their kid until adult-hood, enough that he can now become an adventurer with the group. This is when my players can use my Karma system, what would be Fate/Bennies/points that could make this 'background' ok, why? Does that break my world? no because its setting, we haven't started playing, its developing their own character, their background, in a way that is interesting to the player and the group.

Ok, struck from the list.. Now for in-game player narrative..

Looking at the Idea, Is there a Book about Botany in the library. To start most would agree, It is pre-destined or it is unknown.  In the case of the pre-destined book existing we have the concept of, the GM pre-thought the books existence or non-existence, and is in his notes. "the Library contains only roleplay manuals". But realistically, a book about botany not existing in a library, sounds quite far-fetched, so maybe the GM takes a moment and thinks.. hmm, well maybe..

So we're left with the Schrodinger cat conundrum, Does the Book exist or not? Like many before me have spoken, There seems two camps of thought..The Book has a chance of existing, because the world has a statistical chance of it existing, or the Book exists because of Narrative reasons.

With the chance of existing, the statistical value is based on factoids that the GM mostly knows, but maybe the players might also know if its a published adventure world, such as forgotten realms or Warhammer40k. In this case, most GMs who follow this style of GMing would roll a percentile dice of chance to see if the book exists. If it does, it does, the GM didn't decide that it existed, the plot didn't decide, The statistical chance determined that is was there all along, the percentile roll only determined that the player found it. Actually, the roll might determine that the player didn't find it, but its still actually there.. If a tree falls in the woods, does the GM hear it?

From the Narrative point of view, the Books existence is based on the flow of the story. If the player has an idea and the idea doesn't directly break the GMs current world view, he allows it, because the player has more narrative control.. and this seems to be the whole argument..

Did the book exist? or did it pop into existance because the player, and not the GM determined it needed to exist.. will this break the world?

Some game systems and Improv Theatre roleplay groups insist that this be the norm, if the GM didn't previously state that it was not so, then the players should be able to include it, sometimes for some kind of point/luck/benny/fate cost.. 

Now sure, if a group decides together that this should be the way they play.. go for it.. find out the dangers and benefits, play to their hearts contents, but don't for a second expect me to listen to your story with any level of immersion, its like kids explaining how cool it is to play a game with god-mode on, or how cool minecraft is in creative mode.. no.. its not cool.. I'm not going to say that to their sweet little cherub faces of course, but I know deep down that they've missed out on the very reason roleplay games work.. 

Experience, creativity, boundaries and obstacles.

Its fun to figure out a puzzle, we get the boundaries and the obstacles, we use creativity and when we solve it we are wiser for the experience. If we can suddenly change the boundaries, how will be ever be able to learn how to solve the original puzzle? we've changed the puzzle and we solve, probably an easier version, probably we've changed it to something we've already done before, because its easier, so we don't even learn anything new.. 

Lets look at the rock in the above example..

The Player stands in a stream and says "Oh I need a rock, is there one nearby?"

Every GM says, of course there's likely to be a rock in a stream, and lets them have one. I say.. Hang on.. what is the player asking? I have an idea.. I want to use a rock for something.. spell component or throw it or.. something.. In a movie, there will be a rock if there needs to be, because we like luck to favour the hero. If the plot determines that a rock will make the event too boring too easy, then there is no rock.. but that's a movie.. Its understood by the writer and director where the movie is going so they can balance this exactly as needed.. but a GM, on the fly? with a player who hasn't told the GM what the rock is for yet? how can he judge if that rock is going to make or break the plot.. so its easier to determine.. likely that rock exists in reality, the player wants one.. so let him have it.

I might think also.. wait, is that player always 'coming up with ideas at the last moment? and using his fate/benny/luck to change the plot? how will a person grow, if he expect life to always have things ready for him.. so maybe the rock will be there, but not accessible, not right this very combat round.. so he thinks, next time, next time I'll get a rock and be prepared, have one in my pocket.. like a good adventurer should.

That's sorta "yes, and" but I've created an obstacle to what they wanted, because they thought of it at the last second and wanted 'god' to 'shift' reality to accommodate, which I hate to do, but they are heroes and they should be lucky, because roleplay is a little cinematic.. but they have to use the luck.

Why is this acceptable to me? because dice are fickle, and narrative is not supposed to end because someone rolled a 1 at the wrong time, but I don't want to bend the rules, because then it never ends.. and when I've played games with GMs who rule bend to keep the narrative, I got bored almost instantly.. why bother to try so hard if the GM is just going to allow me to do my cool thing because it fit the narrative or as much it didn't break the narrative. So I included a mechanic, dice are fickle, monsters and NPCs might die because life is like that, but you are heroes, so if you make a choice and it results in poor dice rolls, you can use your luck to take back that roll, and live another day.. but learn from your mistakes, because you have a limited pool and once they run dry, you've out of luck.

For systems without some kind of saviour, I don't see an answer. fickle dice will kill a straight simulationist story, but player narrative will destroy players agency in the long run, and make a game boring. finding the right balance is hard.. which is why people will argue about it.


Friday, 2 October 2015

Devils Advocate to RPG-think

An interesting read at the ConTessa blog, about worldbuilding and how 'trope-heavy' RPG worlds are broken:
and
Got me thinking about how this is a very simulationist way of thinking (I use the term only because I have yet to find/invent something better), but I wanted to address the many points, and posting heavy text blocks in someone elses blog seems.. excessive.. or even rude.
So I'm going to play:

Devils Advocate to RPG-think

I won't assume you've read the article, instead I'll sum up the points and address them from the narrative perspective. 

1. Magic Shops: The Premise

So, the idea is, that in each and every town is a supposed magic shop full of ingredients and components, spell books and scrolls, potions and the like. The likelyhood of this happening is next to zero, so why does every fantasy RPG do it?

Lets set up some understandings. to be an RPG world, you can't have just one set of heroes. Its not a 'these are the only heroes there are' story, because if it was, the entire premise of anyone having magical potions available for heroes is preposterous. Every single potion, scroll or magical weapon would be unique items, made by unique people, for unique reasons.

Ye Olde Madgick Shop
So then we are left with two possibilities: The world has a fair number of heroes, or the world is filled with heroes.

With a filled with heroes concept, then its obvious that every town or village should have a magic shop. They become the 7-11 of the fantasy world. This in itself should require the simulationist GM to need to label the bottles 'McDonalds Healing Potion" or "Healthy Meal" with 1 potion, 1 ration and 1 charm (one use) resist all.

The 'fair number of heroes' premise, would be something more akin to a car salesman. you're not going to make sales often, but when you do, you pay all your bills for the year.

Personally I like this idea.. little old man, alchemist, retires, has a little shop front, makes salves for the locals, in case they scratch their knee, but need to dance that evening. but once in a while, he breaks out the expensive stuff for the heroes that pass through, the gold they dump on him, buys the next 2-3 sets of ingredients to brew them up again, pay off any debts/tabs built up since the last time, plus some change to buy Christmas gifts for the next 10 years.

For Narrative GMs:
Players are not really taking note of the reasons for the magic shop to exist. There doesn't need to be a magic shop in every single town, it just so happens, there is in every town the players happen to go in.


2. Thieves Guilds: The Premise.
 
Suprisingly (or not) finding images of a Theives Guild was hard
Mostly just in game images. Art by Isriana

Here, the idea is that, since earth has very little proof of guilds of thieves existing, therefore, they didn't exist. This suggests that they were just good at what they're supposed to do. Remain hidden from public. The Mafia always seemed like a thieves guild to me.
Moreover, the concept is that any kind of 'guild for one class' would have far reaching effects upon the world at large, heirachy, dues to the city council, power play, etc.

Now, the effect would be far more prominent if we have a filled heroes world because almost every hero would belong to a guild, and there would be some kind of guild in-fighting.

A fair heroes world, would be more likely to have singular guild halls, with affiliations to other guilds. Asian fighting schools had this, students could travel to a nearby town and talk to the dojo master about his own master, and if they were friends.. he could stay for the night, maybe even train somewhat.

For Narrative GMs
Unless your plot involves or revolves around the interplay between guilds, there is no reason for the players to see any. Ignore this and include them as you will.

3. Temples for each god: The premise
 
City of Churches You'd need a city just to fit one of every church - Art by Chao Yuan Xu
For each Cleric/Paladin/Priest to access their spells, they need to pray to their god in a specific temple? I was not aware of the rule myself, but even if we disclude(yes, the taking out of an included item) the requirement, pretty much most villages have a local temple to the local pantheon.

I'm not really at all sure why this is considered strange. All across Europe I saw temples and churches to multiple religions, if the town was big enough. Cities would have hundreds of them. Not one temple would turn away a person who wanted to pray, regardless of religion.

Now, sure, maybe some gods hate other gods, so praying in a rival gods temple might be considered rude or worse. But surely the gods wouldn't require their followers only worship in a temple. They'd lose half their followers (I was mid adventure, but my god didn't answer me, so we called off the quest)

For Narrative GMs
Again, your players are traveling to places where your god has sway, unless the plot requires that your cleric has limited access in these lands, creating a power sink for the group, to make the next scene more dangerous (and the players have to think more with a low/no powered cleric).

Conclusion
Worldbuilding, can be in many ways, the opposite to Plot building. Maybe instead of Narrartive vs Simulation, it should be called world-built or plot-driven styles of play.

For Narrative/Plot driven play, there is no need to care if your world 'works' or not, the shop keeper is surly because the story works best that way, not because he had a bad argument with his wife the night before, about the lack of flowers for her anniversary.

But for World Builders, these things are critical. You can't have magic shops, thieves and fighters guilds and player specific temples in every town, you need to map out the influences of each of these forces, and how they came about in the world, to ensure that they are robust. 

More to come on this train of thought.   

Wednesday, 2 September 2015

FATAL Critical Failures!

For a blog I'm doing research for (will edit link in here after I post it) I was researching other games systems, ones that did things poorly or horribly, and what they did that I should avoid for my own. During the process, I encountered some interesting (and shocking.. NSFW.. I mean for the average non roleplayer its Extremely NSFW in which writing I found my self cringing and re-writing this blog) roleplay systems, amongst the complaints from standard systems, Often people would cy...

At Least its not F.A.T.A.L!

Oh, and Gang Rape was the
plot for character
team building / formation.
For those not in the know.. FATAL is a system, created by Byron Hall, who probably didn't do a lot of market research into making RPGs, but did a lot of research into medieval environments, much of which seems to be D&D, medieval movies from the 80s, maybe some shlock horror, the Rutger Huer Movie "Flesh & Blood", typical teenage basement dwelling humour.

Whats not surprising is the amount of flak he got for daring to publish his ideas (well, a PDF at any rate). As it stand FATAL is listed as the worst, for all time so far, worst RPG system ever..

So of course I had to download it.

I downloaded the first version : Fantasy Adventure To Adult Lechery

The title gives away main reason why people hate it.

This the 2nd version cover..
The More safe for work version
Its a Great big overly detailed, and I mean comparative to Rolemaster or GURPS overly detailed, list of so many things a Gamesmaster should consider (and then discard what doesn't match their system) when designing their own system, Its just that FATAL included ALL of them.. 900 pages of rules and rules and rules..

Now, there are some glaring problems with it.. Layout, Design, 900 pages, tables of tables.. It could be salvageable, if it had some kind of underlying something to it worth salvaging. The book goes into great detail about diseases, phobias, psychological traits, aspects of dealing with life as a medieval peasant. Occupations, Skills and Equipment.. all before telling me how to play the Friggin game.

And Oh, My Gawd is it overdone.. 4 lines to explain what water is, another 4 for milk!.. If players need a Thesaurus of common terms, maybe you have the wrong kind of players..

So I'm not going to go any further, (as much fun as it could be) into picking apart a bad system, Discussing how, splitting it into Standard rules, Gamesmasters rules and the Adult material could have helped, nor how the Structure or format needed to be more player friendly..no, others have done before me. I'll focus instead on what a lot of people have focused on.. poorly.. the Adult Lechery.

If you read the reviews and counter reviews of the author, you'll come across how the bulk of people focus on the fact that your character can have an [here it is... no.1 reason for its ranking ] anal circumference, because, if and when you get raped, you need to know how much pain you're going to be in.

In comparison to the size of this blog.. that one line represents the percentage of filth in the book. But for 900+ pages, thats still 20 odd pages of filth.. and another 100 pages of dubious material.. And for typical human reasons, its the only thing anyone will ever remember of it.

So Why Write about this filth?

Normally I might read up on hundreds of pages of articles, double check my references, make sure what I'm writing about has plausible credibility to it.. I do the same for my own system. I might never point out some things I read, because its not what I like to share with others..

Yet like a car accident, We imagine how it might have been us.. and I looked back at my earlier works and wondered... would I have been so unlucky if I published in 1998?

Total 100% accurate of how players
Act in game, but real life?
Then, while travelling by train across south Russia these last few days, I had some pdfs in my tablet I could read, and one of them was Critical Failures. .. About a DM who has the power to send his a group of players, who are behaving like the worst players you could get, to the fantasy world they're playing in, when their behavior gets them into trouble, time and time again...

I didn't feel like I was reading something that someone had made up, I know people that behave that way.. I don't roleplay with them, and probably never would, but I remember being 12 and sorta maybe acting that way. So I could identify easily with who they were

The writing of Critical Failures is poor, language badly chosen, some serious flaws in the style, but heck, its better than mine half the time, and at least the guy wrote it and made it available for download.

But the funniest part for me, I didn't feel like they were playing D&D, even though that's the parody the author went for. No, I felt that they were playing FATAL.. and Byron Hall was the DM, and the RPG Net were the players... and then I took a look back at the RPG environment of the 80s and 90s and felt sorry for the Author of FATAL.. because it looks like that's what he's gone and done.. Made the RPG for the audience that has since, grown up, while the Author had not.

In the 80s all manner of things, with 20/20 hindsight, seems racist, sexist, misogynist immature and just plain wrong. RPGs were not immune, depending on the system & Gamesmaster, Characters would typically devolve into murder hobos, ultra powerful bad guys, or all manner of worse. Half of today's memes are based on 80s RPG fail.

So FATALs Author seems to be a GM whose inclusiveness went over board.  instead of putting down his foot and saying.. "hey guys,too much.. this is never going to be popular on the market.." no, instead the author thought that all roleplayers were like his group.. raping and pillaging across his game world.. so he added more rules to match all the consequences..

I got out of the standard roleplay scene when this seemed to be happening around me. Players were joining the brand new Vampire games, where killing and raping innocents became part of the norm. The teenage angst of lack of control in the real world bleeds into the control they need to exert in the roleplay world, lashing out at anything that offends them, and with power, allows them to avoid or beat back any social problems that may arise.

Lessons to be learnt

It asks the question, Why do we roleplay? Is its the Escapism? to get away from this world that we lack the skills and control needed to be successful and the desire to be so? To go to a place (even if its in our minds) to be able to be skilled, powerful and in control?

Is this an immature desire? I've had maybe a few handfuls of 'adults' in my life try to tell me that roleplaying is a childish thing, and that I should grow up. Now that I'm 40, a dad, I've researched what games are, what play is, what is a roleplay game, and how roleplay has a very critical aspect of learning about it. Gamification is mired in roleplay, Schools actually teach us to role play scenarios out, in order to solve problems.

"Train A is headed from the West at 20km an hour, Train B from the East at 30km an hour, they start 100km apart, at what point do they crash?"

Albiet, your not playing a Train, but the puzzle is set in a way that allows the student to visualize the problem in real terms, which is one of the cores of what a roleplay game is.

The Concept of Games & Play has been coming up in my discoveries over the last few years, and I'm quite seriously considering my PhD in this field. How much of the desire to roleplay is the desire to escape our own mundane vs the playground of the mind to learn?

Conclusion

My Own system went through stages, Complex, Simplified, Improvements, Mess, Restructuring. If I had published at any stage prior, I'd expect to be ripped to shreds by the RPG community for attempting to publish anything less than a half decent set of rules.

The current 'popular' RPG seems to be rules lite, narrativity styled RPGs, possibly due to the influx of females to the gaming industry over the last 20 years, So attempting to bring a new system, more complex than most, is bound for failure, let alone adding sexuality (No, mum, not that kind of roleplay), obfuscated layout, and adult themes (plus, claiming its all historically accurate).

Yet I have a complex system, So I guess I have empathy for this guy.. he thought that his differentiation, that 'thing' which would make his game interesting, is the first person to publish a game which dealt with the smut & puerile humour that many games devolve into. To cater to those teenagers and their angst at a lack of sexual experience. Not realising, that is the worst kind of roleplay, and the community as a whole would rather pretend it never existed, than admit that yes, once, they too tried to 'get it on' with a barmaid, and the teenage GM asked to roll for penetration.


Post Script

Further topics on this to come:

* Will Roleplaying games of the future be boring, or will Roleplay become obsolete, if we get too politically correct?

* How to Use failed roleplay systems, and identifying failure within successful systems, to build a better system. (Building a better mousetrap?)

* What IS roleplay, and what IS a roleplay Game? Does a conversation about a vorpal sword working on a Jabberwickerbasket count?


p.p.s. I Always thought it would be fun to run a roleplay group of evil (i.e. bastard) characters, while several other roleplay groups of good guys were hunting them...






Monday, 10 August 2015

[Thoughts] Roleplay Gamers, World Simulation Vs / And Story

I wrote this topic several moths back, after discussion online about Simulation vs Story, then recently someone pointed me in the direction of the GNS Theory from Ron Edwards and Aaron Hoffmans opinion of it. Yes, it seemed to match up with my Simulation vs Story theories, but introduced the third Gamist (which I always thought of as a immature board gamer who disrupts the real RPGers)  to the table.. So now I've had to re-write this blog notes:
Arguments of World-Simulation vs Story-Roleplayer, now add Board Game Geek and maybe a Gamificator for good measure! 

Are you a board gamer, a war gamer or a listener?

My Initial foray into the psychology of roleplay was about the two. Simulationist vs Storyteller. This was aimed more at GMs, I felt that often a Storyteller was more railroady. The Players make some choices that follow the story that the GM (or for World of Darkness, the actually storyteller) has in mind, and provided the GM is the wolf and the players are sheep, they all get to have their own kind of fun.

Can you tell that I'm a Simulationist?

I have/had/will have again players who care not for their character sheet, level progression, bonuses, etc, they want to act out their part, partake in the story and enjoy themselves. They ask the rules lawyers what would be the best choice in their character progression. My own system was designed to guide these players to make it easier for them, the player is a fighter? he fights? he gets experience as a fighter and his fighting skills get better. He knows he's a fighter and feels like a fighter, so there is no need for him to care about min/maxing his skill set with a stealth attack or a spell, and besides, he's probably forget to use them, because when a creature walks into the dungeon, the fighter grabs his weapon and fights.
https://xkcd.com/393/
Then there are the rules lawyers, they study their own numbers with meticulous care, and make sure that they have their stats just perfect, balanced in the best way possible. and I'm covered there, because I think that way myself. (I think that to be a half decent game designer, you sorta need to be a rules lawyer to GM)

But when I encountered board gamers, I was always under the impression, they had just not yet learnt how to roleplay, and like a child in school who just doesn't get the lesson, they lash out in ways to 'make the game fun' or 'amp up the excitement' I never once thought that this was a sub-group unto itself.

GNS Theory

Firstly, While a long time reader of Psychology profiling, Personality Bartle Tests, GNS is new to me, so forgive me for the errors in interpretations, this is my own take on what 've read so far.
https://en.wikipedia.org/wiki/GNS_Theory

So Gamism is when you make the decisions based on extrinsic motivators. You form a party, and you are instantly friends, because that's the way the game is played. You go to the tavern and talk with the old man, to get the quest and then you complete the quest and get the gold and the girl/boy/victim and save the day. Because its a game, man! Meta Gaming could be considered gamism, checking on your friend in another room because you know that he just fell in a pit of acid, but you state.. "I haven't seen GunThar in a bit, I might just go check on him. "

Board Games that mimic roleplay (Descent, Heroquest, Talisman) are very Gamist, its practically the definition of a Gamist Game. So Often when I was balking at D&D and Pathfinder, It wasn't that those games suck, it was because they cater to the Gamism mentality, which I like some of, but as a Simulationist, I can't cope with. [I re-wrote the rules to Heroquest just months after I got it for my 14th Christmas to include XP]

Narrativism is roleplaying. Special voices, being angry or sad at appropriate moments, making sure you make choices, not based on if its the smartest thing to do, or the most efficient, but because its what my character would do. Well, maybe that's the simulationists perspective on Narrativism.

I've noticed alot of games are pushing towards Narrativism recently, which I applaud when done well, but they seem to be pulling away from the other end of the spectrum(s) Games coming out with little to no rules, arbitrary decision making, the GM is more like, telling a story, and the players are like, following along.. like Vampire, but without a character-sheet and experience points.

Simulationism is a Virtual world, Immersion by the players is achieved by making sure nothing outside of the parameters of the world, and rules, is broken (except the occasional 4th wall for humour). The game rules ensure that the world and its 'defined bubble of physics' is kept whole, so the players can make decisions quickly to create a fun experience.

Now, its pretty true that not many games can achieve this, and the ones that do are sometimes so grey/bland across their system, that takes away from the game play itself. I've read from some posts, players quoting how little fun it is to create a character and then get killed in the first session, because of realism. GMs are expected to fudge the dice to keep players alive long enough for the plot to become apparent, then if the player makes a stupid move, its his own fault after that.. Not every tavern would have an old man, and not every quest should be tailored for the players level.

Now, while I tend to lean towards the Simulation, I am trying as hard as possible to find the middle ground in all three. Or.. possibly, if I was to follow other theories.. all four:

http://www.whatgamesare.com/2011/12/the-four-lenses-of-game-making.html