AbdulAlhazred
Legend
I'm a skeptic about a lot of things, BUT there is still a pretty coherent orientation to play (use whatever terms you want, I don't care but be careful about it) wherein the players say "I have created/adopted this character, X, and how we are going to play is that X is what it is, and has the story arc and progression that I want for it." THAT is a thing. Call it 'neo-trad', call it 'worms' call it any darn thing you want. I've labeled it neo-trad, and I KNOW it exists out there in the actual world as a type of play. Heck, it is a fun and amusing sort of play, sometimes. Certain concomitants arise from that core agenda too, and I'm perfectly happy to point out features aligned with that in various games.I understand the concept of purist-for-system, I just think it's very much of its time. IMO, there's a reason that style of design fell out of use. That doesn't mean that every unfashionable bit of design is bad -- but I think you can read something like AD&D or Rolemaster and find that there actually are reasons for a lot of things existing beyond an abstract commitment to completeness. FWIW, as someone who used to be really interested in 'simulationism', I'm increasingly convinced that it doesn't exist as an agenda, in Forge jargon. I see it as more of an inflection or mode, in the same way that we can talk of literary realism, naturalism, modernism, etc. Seen this way, you absolutely can judge whether a given design is good or bad for its purpose. This ties back to 'neotrad', too, because I think it's pretty clear that a lot of what gets included under that umbrella serves disparate purposes, and the category (to the extend that it's coherent at all) is based on particular inflections or techniques.
Regarding labels like neotrad, OSR, storygames, etc., I'm extremely cynical. They seem to be advanced principally by people who fit the description of 'influencer' better than 'designer' or 'critic'. A huge amount of discussion abour RPGs online is about branding and cliqueishness, unfortunately.
Honestly, I think you are probably being a bit too demanding in terms of wanting an exact and invariant set of traits, and exclusively those traits. I think maybe you reject the idea of things like 'neo-trad' on the basis of the fact that they don't have perfectly determined boundaries. Yes, actual play is more like a mix/continuum and may even be inconsistent and veer somewhat within a given game (that is, game as played at a table). I don't think that invalidates the use of a label, it just needs to be understood that kvetching about the exact boundaries and definitions is less useful than being able to say "this is neo-trad" and then being able to talk about the specifics of THIS game with certain ideas in mind.