RPG Theory

A lot of systems actually function in a way that evokes similar feelings or works well with what it's trying to accomplish. Dread works via Jenga tower, and other work via dice bidding or token spending rather than placing complete and heavy reliance on dice rolls alone.

The way in which we engage with the game is quite important, and some systems incorporate that into the game rather than simply using a catch-all dice rolling system to convey a specific setting. Consider the first Resident Evil, where the horror comes as much from the monsters as it does from the very limited character controls, making the player feel helpless and vulnerable in the face of these monsters.

Really, I think it's more artistry than science at this point, and study can help shine a light into it, but there's so many variables to work with that it needs a whole lot of study to grasp it as a whole.

Well, one, Veeky Forums talks about GNS a WHOLE LOT, and two GNS theory does nothing but divide people on arbitrary guidelines.

I'd wish GNS never existed, but if it didn't exist then it would be harder to filter people who insist on forcing people into little boxes of what kinds of fun they can have so I'm somewhat thankful for that.

I wouldn't go that far, but yes its usefulness is quite limited.

>It's really new
Not him, but that's incorrect. Many people have been playing hypothetical games where they take on different roles for quite some time, both as hobby and as profession. You ARE correct in the statement that RPGs in general are fairly new, as they codified the experience and gave it a solid, unified ground base to work off of.

Moving on to the thread question:
>Why is GNS and RPG theory in general not discussed more on Veeky Forums?
I think that's because it's incredibly hard to pick a portion of where to start. RPGs are so different once you get off that base that most theory discussion will revolve around granular bits that will vary, as old Gygax would put it, your milieu.

I've drawn a picture to reflect this.

This.

It's completely unfounded theory that separates our community rather than unifies it, and was basically used by Forgefags to shit on people because NARRATIVE IS THE CLEARLY SUPERIOR CHOICE.

>A lot of systems actually function in a way that evokes similar feelings or works well with what it's trying to accomplish.

Definitely, I was talking more about homebrew/indie stuff, people who create things out of hobby instead of professionally.

Well, it depends on what you consider NEW. It's older than video games, for example, and board games and war games, which are the very basis of the mechanical side of RPGs, have been around for even longer.

I study Graphical Design actually, every research and project I make related to game theory has been started by me or my peers, the actual institution has very little to offer on that regards. It's part of the reason I want to do it, to help lay some academic ground for the area.

>The prevalence of sacred cows in RPGs is crazy.

Yup, it's one of the worse things in the hobby, really.

>Why is GNS and RPG theory in general not discussed more on Veeky Forums?
Because GNS theory is stupid bullshit?

GNS isn't discussed anymore because its a failed theory. It doesn't work, the rise of the OSR was pretty much the nail in the coffin.

>A movement that lauds antiquated approach to game design is a nail in the coffin of an attempt to clean up our understanding of RPGs and show what parts RPGs may consist of