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Within GNS theory, play which includes incompatible combination of GNS priorities. This can mean clash of priorities among players (i.e. one player wants to just live as her character while another wants to defeat his enemies). It can also mean clash within a game design. A commonly cited example is a game like Vampire: The Masquerade which claims to pursue story, but the mechanics (supposedly) do not support this well. Abashedness is a term for a minor, correctable form of Incoherence.

Although the word "incoherence" unquestionably has negative connotations, whether what this definition defines is a good thing or a bad thing is still being debated. A game that "refuses" to do what its players want it to do is disruptive whether it is too flexible or too narrowly-focused.

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Page last modified on June 26, 2007, at 11:39 PM by MiSuBa

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