I followed the link in the OP, and read the text there (but didn't watch the video).
Here is Pulsipher's summary of "wish fulfillment":
In D&D terms, this is all about immersion - about "being there, as my character".
In Forge/GNS terms, this is all about simulation - "the right to dream".
Of the various RPG systems I have played over the years, CoC is the best at delivering this - at creating "an experience" of being there, of going mad as mind and spirit are ground down by otherwordly forces.
This reinforces my post above this one, that [MENTION=6698278]Emerikol[/MENTION]'s WF1 through WF4 are't capturing anything that contrasts with "interesting decisions". CoC isn't about respect, or ploughing through enemies, or even handwaving. (It does involve flavour and effect.)
The contrast that Pulsipher is drawing, based on those summaries, is basically the same one that Ron Edwards draws when he contrast simulationism (no overt metagame in play) with gamism and narrativism (both embrace the metagame, though to different ends - "step on up" challenges in the first case, "story now" dramatic resolution in the second case).
Here is Pulsipher's summary of "wish fulfillment":
Games as wish-fulfillment, as “an experience”
In D&D terms, this is all about immersion - about "being there, as my character".
In Forge/GNS terms, this is all about simulation - "the right to dream".
Of the various RPG systems I have played over the years, CoC is the best at delivering this - at creating "an experience" of being there, of going mad as mind and spirit are ground down by otherwordly forces.
This reinforces my post above this one, that [MENTION=6698278]Emerikol[/MENTION]'s WF1 through WF4 are't capturing anything that contrasts with "interesting decisions". CoC isn't about respect, or ploughing through enemies, or even handwaving. (It does involve flavour and effect.)
The contrast that Pulsipher is drawing, based on those summaries, is basically the same one that Ron Edwards draws when he contrast simulationism (no overt metagame in play) with gamism and narrativism (both embrace the metagame, though to different ends - "step on up" challenges in the first case, "story now" dramatic resolution in the second case).