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So, here's my view: a base of seven models, described by way of the stances of the players *and* of the GM.
2. Theatre - In this model, the player exists as an actor, working from *within* their character. The GM works as director, to keep the character interaction high. The model is concerned with conflict, characterisation, portrayal, and the like. Very character-centered.
3. Game - In this model, the player acts as a player, *using* their character to achieve specific objectives. The GM acts as a referee, insuring fairness. The model concentrates on fairness and competition. Most often system-centered.
4. Simulation - In this model, the player attempts to *become* their character, and the GM tries to create a believable world which the players may escape into. Concentration is on details, coherency, and general believablity.
5. Socialization - Here, players use their characters as facades, through which they can interact with the other players in new and interesting ways, and the GM strives to create unique settings for interaction. Concentration is on interaction, humor, and player bonding.
6. Recreation - Herein, players concentrate on amusing themselves and blowing off steam; their character is an expression of their desires and whim. The GM tries to create situations in which the players can relive themselves of the stresses of everyday life, in whatever manner the players do this. Focus on creating interest, escape, and the release of player tension. The center here is fun, while the other models are really usually aiming for satisfaction.
7. Growth Experience - Here, players view their character as an expression of facets of themselves, and act out those factes to develop or explore their own real persons. The GM tries very hard to facilitate this. Focuses on challenge, variety, and choice.