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GNS Model Discussion
Dethroning the SIS
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Topic: Dethroning the SIS (Read 1796 times)
contracycle
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Dethroning the SIS
«
Reply #15 on:
August 18, 2004, 06:44:39 AM »
Quote from: AdamDray
I still think SIS is a useful concept to discuss. I also think that discussing how different players
always
have slightly different interpretations of the SIS has some value. First, it supports the role of a GM as a player with more SIS authority than other players (someone's interpretation is more "right" than others). Second, it suggests that a game designer should look for ways through System to reduce these kinds of interpretation problems.
Oh yes, I'm a great advocate of physical props precisely because they enforce a coherent IS. I would like to see more games that used something board-like to communicate significant aspects of the SIS (such as colour) to a greater extent than RPG does now.
But I don;t think the SIS is purely notional, not by a long way, even if agree it is LIKELY to have minor differences. Just over the weekend I played a word game which was, umm, rather like jeopardy meets pictionary. You had to communicate a word (mostly nounds) without using it/them. Now, the point is that it is possible to convey to another person a thought without even being explicit about that thought is possible, based on a commonnality of external referrants and, crucially, the fact that we are able to imagine another persons mental process.
We are all mind-readers; we have an amazing ability to construct a model of what goes on in the heads of others. The SIS in RPG, and in books, is a subset of a much more general phenomenon which is our ability, by necessity, to be able to predict what is going on on in anothers mind.
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