This has relaxed a bit in recent versions of the game.
OK. My knowledge of RQ stops around the 1990 imprints. (I mean, I know Mongoose is publishing it, but I haven't looked at their version beyond the reviews.)
My major departure with Forge theory is that I think they kept GNS as creative agendas only because of emotional and tradition-driven reasons. I think the big model makes them unnecessary and most of the time people misuse them. Having these three categories also leads people into identifying certain mechanics or approaches (or even games) as only producing a certain creative agenda.
I propose that there are multiple means of aligning the elements of exploration to produce very, very different results. Even by using the same mechanics and techniques. For example, many mechanics traditionally associated with "Story Now!" play are actually excellent at simulating a certain genre of fiction. The actual exploration of theme during play isn't the priority, but the representation of fiction that contains those themes is what's important.
I think what you say about different results from given techniques is true. Rolemaster character gen is one example I'm pretty familiar with - when a player levels up his/her PC, and gives it a rank in Seduction, that can be (i) a reflection of action that happened in the lead-up to levelling and hence a type of "exploration of situation and character", or (ii) a reflection of a desire to build a genre-emulating PC, or (iii) a sign that the player anticipates the opportunity to get some wins out of social skills in the coming level, or (iv) a flag to the GM from the player that s/he wants romantic situations to figure prominently in what's coming up next level. I've GMed Rolemaster players taking all of these approaches (sometimes the same player taking multiple approaches, sometimes even across different skills at the same level-up). And I've also seen these different approaches cause arguments to break out on the old ICE message boards.
Anyway, my major disagreement with Forge theory is that the "official" definition of narrativism - as generation of thematically satisfying story - is too narrow. You can see the narrowness when it comes to actually looking at games. Edwards, correctly in my view, identifies The Dying Earth as tending to support narrativist play - but the Dying Earth isn't particularly about producing thematically satisfying story. It's more about a certain type of ironic and cynical humour.
My other difference from the Forge is practical rather than theoretical - I read their stuff and then use it to help me improve my GMing of games that they would laught at! - Rolemaster and 4e, for example. I'm happy with avant garde theory, but my taste in RPG tropes and mechanics is pretty conventional.
I took 4E and drifted it hard towards Runequest like play. I had to mangle it to get it there, but I did.
That sounds like hard work. Is it OK to ask why? Was there something about 4e that was more appealing than the classic RQ-ish games themselves?
If WotC wants any hope of getting revenue out of a D&D pen and paper RPG that would make Hasbro happy, they need to start doing what they were talking about ASAP and bring in modularity to deal with these issues of different people wanting different things from their D&D.
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so far their modularity has been limited to dropping themes and backgrounds.
I'm a bit of a modularity sceptic, but won't be sorry to be proved wrong.
The biggest thing warning flag for me in the playtest is that there is not the least hint of an approach to play where "winning" isn't crucial - or, to put it a bit less crudely, where the stakes are multi-dimensionsal. On page 3 of the DM Guidelines they seem to assume the exact opposite - that stakes are single-dimensionsal - when they talk about encouraging creativity and engaging the fiction by making those sorts of solutions the easiest way to succeed.
Part of the attractiveness of games like RQ and RM - at least in my experience - is that they encourage a type of detail in character building that then comes to be reflected in the setting and situation, so there are often multiple viable approaches (social isn't obviously inferior to combat, for example) and situations are less likely to be obviously zero-sum in relation both to means and to ends.
Skill challenges and similar sorts of meta-gamey conflict resolution mechanics are a completely different way to achieve non-single-dimensionality. As a simple example, if you set up a situation in which the low-CHA, no social skills dwarf fighter PC will look a complete tool unless he says something (eg he's being gratuitously insulted by an NPC), then the player will probably have his/her PC say something - and probably fail the skill check, which then lets the GM introduce new complications,
but these don't have to mean that the PC failed to save face. Because of the metagame element to this sort of action resolution, the GM can introduce a complication in a different dimension. (In my 4e session on the weekend, when the dwarf fighter-cleric PC failed his Diplomacy check bringing news to the Baron of the end of the war the Baron didn't get angry - he collapsed, overwrought and unable to sustain himself now that the immediate need to do so had passed.)
Whereas when I look at the playtest I see PCs who are narrow in their detail, suggesting a narrow setting and narrow points of engagement with situation, and GM advice that is similiarly narrow and single-dimensioned in its focus. The medusa
could be a great encounter, but I don't see the GM advice or the tools - whether on the PC sheets, or in the action resolution mechanics and guidelines - to make it happen.
And if the answer is "well, that sort of stuff is going to come in the modules", where exactly are these going to be bolted on?