Theories are tools for understanding and explaining any number of different subjects. As role-playing games began to increase in subject matter breadth, there immediately followed an attempt to explain what different games do, and what games do best. Unsurprisingly, attempts to “explain” the range of games on the market were typically incomplete and sometimes dreadfully inaccurate. Despite this, some theories stuck around, usually because they were punchy and easy to remember, and were “close enough” to work as a shorthand. Today, the Level One Wonk is going to look a bit at game design theory, and use one of the most popular theories as a springboard to discussion about RPG Theory as a whole and what it’s trying to accomplish. As George Box once said, “All models are wrong, but some are useful.” That is the best way to understand many RPG Theories, including the GNS Model.