Main Menu (edit)
Random Average Blogpmwiki.org |
Ron Edwards' term for the general theory, constructed by him and others, of role-playing interaction, incorporating the idea of the GNS categorization of Creative Agenda and further describing role-playing as a nested hierarchy of elements, shot through with that creative agenda. A rough outline of the Big Model: Creative Agenda is presented as a large arrow going from Social Contract to Techniques. (A more detailed diagram (PDF)) A highly praised explanation of the Big Model from Gaerik, on Vincent Baker's "I Would Knife Fight A Man" forums: Role-playing is a social activity.
Any sensible analysis of role-playing must start with the players as real persons and not with the characters, the setting, or other fictional elements. Why? Because the characters, setting, and whatnot don't actually exist. They're fictional. The players do exist. It is the social interaction between the actual players that forms the context of role-playing. This context is called the Social Contract. If the Social Contract of a role-playing group is screwed up then the foundation of their play is rotten and they are pretty much doomed in terms of having reliable fun. Having reliable fun is a basic definition of functional role-playing.
Role-playing is creating fiction together.
The participants of an RPG are creating imaginary events through play. The pictures in everyone’s head of what happens need to match. If one player is imagining a gritty modern fantasy while the other players are imagining a My Little Ponies adventure, you're going to run into problems. These matching pictures is called the Shared Imagined Space (SIS).
The Shared Imagined Space is created through negotiation.
This is key. The SIS isn't created by some sourcebook or anything else. It is created via negotiation between the players. Now the negotiation may just be the players all agreeing to certain source materials to start but the fact remains that it was a negotiated and agreed upon by all the players.
Interaction between players at the gaming table is directed toward including certain situations or events into the SIS. The back and forth dialogue that develops during play, to include making statements of intent, rolling dice, appealing to the authority of the rules, and all the other game discussion that goes on, is the process of negotiation. Only if all players agree, explictly or implicitly, to a new piece of fictional content can play continue on that basis. This process is called the "Lumpley Principle".
System does matter.
System is the rules by which the negotiation process is organized. These rules may be written or not. Some groups play by a set of rules that differ in significant ways from the actual game text. Therefore, if someone tells you that system doesn’t matter, he is referring to the rules in the game text and he is saying so because his group is not playing by those rules anyway. The actual rules they play by are mainly their own, and those rules, the unwritten ones, do matter. Those actual rules influence two important things:
There is role-playing, and then there is role-playing.
The process people use to role-play may vary widely from group to group. That’s because different people have differing priorities when playing RP Gs. A gaming group has the best chance for sustained fun when all the players have the same or similar priorities. "Having fun" is not in itself a priority. How the fun is had is the priority. Simply having fun always the ultimate goal so it is useless as an analytical tool. The shared group priority is called the group's Creative Agenda.
Note: Creative Agenda is the full picture! It is not individual moments in play or individual parts of the System. It is recognized when watching a group play for a longer instance with special attention to moments where specific priorities may conflict with each other. That’s not to say that any action by a player at any time during play needs to fit a scheme or something.
The following three general categories of Creative Agenda have been identified in the The Big Model:
References: |
