But, as the OP's GM is apparently actually reading this thread, I reiterate: Going back to the original post, I'm not at all sure that anything Edwards has to say is relevant.
So, maybe the dwarf's player would prefer a different style of campaign play? Is it a more popular style? No. Would changing to that style be likely to make the GM better for her group as a whole? No.
Are you confusing your dwarf players? Hussar, in the post to which I replied, didn't say anything about the OP. He was talking about an episode from my game, involving a dwarf PC and the player of that PC, that I described upthread. And Edwards' account of narrativist play
is relevant (in my view) to explaining the episode of play that Hussar was asking about.
Even when reading a first-person fictional narrative, the narrator should not be mistaken for the author, and the narrator's control over context and consequence should not be mistaken for the author's.
It follows from this that the players shouldn't be mistaken for the PCs. But this doesn't tell us that the players aren't authors.
The players are the authors of the PCs' intents; they are not the authors of the world, and do not get to pick and choose what consequences they wish to occur.
IMHO, once you (esp. as a GM) have decided what the end-point will be, the consequences of PC actions begin to sculpt toward that end-point, rather than flowing naturally from what has occurred. This actually removes agency from the players.
These two things are true to an extent. The first is not entirely true - in most RPGs, even fairly traditional ones, the players get to author things like the appearance of their PCs, their PCs' starting equipment (within certain limits), the colour of their PCs' clothes, the names and history of their PCs families, mentors etc (within certain limits), and various other background details.
But they don't mark any sort of necessary distinction between simulationist and narrativist play. In the episodes of play I've described upthread, involving a paladin and a demon, a dwarf and his former tormentors, and a wizard betraying his former allies and his home city, the players were not authors of the world and didn't get to pick and choose what consequences occur. And neither player nor GM had decided what any end-point would be - in each case, the choices of the players to have their PCs to act in certain ways were unknown to me until they were made in play, and I then had to resolve the consequences of those choices in the real time of play. This is what Robin Laws is talking about when he says (as quoted upthread) challenge the PCs (and their players) and they will challenge you.
Since we're just human and none of us know the full range of naturally-occurring consequences from any action, there's a wide range of believable ones.
I agree with this, and have stressed it repeatedly upthread. The contrast between simulationism and narrativism isn't about the believability of ingame consequences, but the concerns that shape the decision-making process about those consequences.
Do you have any more links that go a bit further in explaining narrativism? I read Ron Edwards on the subject years ago, and found him rather impenetrable.
So are you saying that under narrativist play the participants negotiate a dimension of context that choices and consequences will always be measured against?
For actual play examples of narrativist play (from my game) see posts upthread
here (dealing with loyalty and betrayal),
here (dealing with atonement - does the inflicter of suffering deserve suffering in return?) and
here (dealing with revenge - how should one who was at the bottom respond to former tormentors now s/he is at the top?).
The last of those episodes is further analysed
here. This last post also contains some of the highlights of Edwards' extracted out.
There's nothing esoteric or mysterious about these episodes of play. There need not be any "negotiation of a dimension of context that choices and consequences will always be measure against". There could be, I guess, but in my games it just emereges naturally out of play. In the paladin case, the context is introduced implicitly by the players' decision to play a paladin in a fantasy game. In the dwarf revenge case, the context was also generated by the players' backstory, which was put together in response to some very simple general instruction I gave to the players at the start of the game (give your PC at least one relationship/loyalty, and give your PC a reason to be ready to fight goblins). In the betrayal case, the context had emerged out of play, plus an understanding among the players (to which I was not privy at the time) that one of the PCs (a seer) would be taken out of the game because they didn't like the way that the divination mechanics played.
As a GM, all you have to do is not punish the players for the choices they make for their PCs. "Not punishing", here,
does not mean letting the players decide what happens. As the blog to which LostSoul linked indicated, this can lead to problems if a player has to play both his/her PC and the antagonism to that PC. It means, at a minimum, not removing the players' ability to engage the gameworld via his/her PC in ways that s/he cares about - which often, but not always, means at least not killing the PC. Particularly if the game is meant to be an ongoing open-ended one of the classic campaign variety, the consequences should recognise the choice that the player has made for his/her PC, but build on or develop or respond to that in a way that opens up room for more responses (in the case of my dwarf, for example, having dealt with his tormentors by becoming their war leader, they were then led by him into death/injury at the hands of a behemoth - this doesn't invalidate the player's choice, or punish him for it, but it adds a new complication to it). (EDIT: What LostSoul said two posts upthread.)
And on the side of the players, all that is needed is an interest in thematic ideas rather than simply "winning" the game - and therefore a readiness to spend effort, in play, on thematic issues. In my experience, players who build rich backstories into their PCs, and who then try to bring those backstories into play - especially those who build clerics, paladins, political actors, etc (ie PCs whose hijinks naturally lead into thematically rich territory) - are often signalling an interest in this sort of play.