innerdude
Legend
Good points, pemerton, though I think maybe you've taken the logical conclusion a step farther than I intended. 
I'm not saying you should create any RPG without "rules," as such; I'm merely commenting that the form and essence of Narrativism and Simulationism at least support it as a possible agenda, whereas Gamism does not.
As for how you can defeat something like Tomb of Horrors without "pretending," I stated further on that you can "pretend," but that it's not particularly relevant to the purpose OR outcome of Gamism. The "pretending" in pure Gamism means you're only "pretending" for the sake of engaging with the challenge. It's merely one of the mechanisms that defines the challenge, and its possible outcomes. From a purely Gamist perspective, the only reason you'd choose being an Elf over a Dwarf, or choose one weapon proficiency over another, for example, is the way it changes your tactics and strategy toward the challenge (again, talking about pure Gamism here).
It has nothing to do with why the player wants to "be an Elf," or "explore" what it means to be "dwarfish," or try and understand the world in which those characters inhabit. It's merely a means to creating strategy to defeat a particular challenge.

I'm not saying you should create any RPG without "rules," as such; I'm merely commenting that the form and essence of Narrativism and Simulationism at least support it as a possible agenda, whereas Gamism does not.
As for how you can defeat something like Tomb of Horrors without "pretending," I stated further on that you can "pretend," but that it's not particularly relevant to the purpose OR outcome of Gamism. The "pretending" in pure Gamism means you're only "pretending" for the sake of engaging with the challenge. It's merely one of the mechanisms that defines the challenge, and its possible outcomes. From a purely Gamist perspective, the only reason you'd choose being an Elf over a Dwarf, or choose one weapon proficiency over another, for example, is the way it changes your tactics and strategy toward the challenge (again, talking about pure Gamism here).
It has nothing to do with why the player wants to "be an Elf," or "explore" what it means to be "dwarfish," or try and understand the world in which those characters inhabit. It's merely a means to creating strategy to defeat a particular challenge.