Thirdly, I don't think anyone is arguing that narratives are the inevitable result of the play of all games.
That's exactly what the borders are for the Big Model. In it, Tetris is scene shifting to create a narrative, or some such BS.
Even in the case of an RPG, I don't think anyone is arguing that a story is inevitable.
Roleplaying is treated as a synonym for storytelling by that crowd. Not performing a social role.
Games are real, of course. Not fiction or non-fictions at all.
I'm not sure what you mean by this.
Games are simply patterns existent in the world which we treat accordingly within the culture of games. We decipher the pattern to achieve goals in it. "Race you to that tree!" or per your own history of the term "game": Betting on the odds of a random even with a design to it. Atheletes vying against each other in contests with predefined goals to be achieved. Hunters seeking game. All of these things are real, not expressions of truth or falseness. It's language which can get in the way.
Sure, but this statement is so broad as to be meaningless.
I'm saying source doesn't matter. A garden maze is a made up game real as it is, but so is a forest when we treat it like game.
But I haven't a clue regarding what "revolution" you are talking about. I have long been critical of Forge Theory and GNS. But GNS by and large has not been very influential over how or what the average game plays, nor is it even possible for GNS to reach back in the past and alter what people have played.
(I take this to have meant "game(r) plays")
The indie population at large found god somehow and needed to tell others what to believe, what they were *really* doing. "You're telling a story!" That it is steeped in revolutionary phrases and banners is obvious. What are they revolting against? What must be overturned?
No we don't. Modules weren't invented as part of D&D play until half a decade after D&D play began
The first was Palace of the Vampire Queen 1975, TSR's first was in Blackmoor Supplement 2.
Of course we need modules to play. In the early years people ran the same modules many times over having to get more creative with them to challenge the same players again. The Keep on the Borderlands in the icy north. Lost in a jungle. Etc.
This is a typical example of you taking a specific tool and implement for being the broad and general case. You could make a reasonable argument that we need a secret keeper who keeps secret the information and parcels out that information to the players as the game progresses, but you can't make the case that that secret keeper needs a physical screen to hide the information. The screen is merely one specific sort of tool that is entirely optional. I've known plenty of DMs even ones running dungeon crawls that did without one and simply relied on players not to peek, or simply set on the sofa while everyone else was across the room, or simply used a long dining room table.
You wanted evidence of intention in the design of D&D. Screens are evidence. Modules are evidence. Quotes in responses to other posters in this thread include more evidence. That you deny screens and other game components as unnecessary doesn't disprove their need in the actual game.
Perhaps scoring points is how you define winning D&D, but its not how the game itself defined 'winning' - which by the way is a rather odd notion given that D&D doesn't define how it ends. I would argue that to the extent D&D defines winning at all, it defines it as, "When everyone at the table is satisfied that the game is complete." Exactly what satisfies a group that this is the time to stop and declare victory is going to vary from group to group, but since you formerly argued that modules are necessary for play, I think a good argument could be made that "when the module is complete" is a very common definition of "winning D&D". And yet, if that is the definition of winning, it has nothing to do with how many points you scored.
Each player scores points separately. Each succeeds individually. The game is cooperative because players can work together to score points better when working as a group. The game is a cooperative game, not a collaborative one. And if you've played modules you know modules aren't "episodic" but continually transitioning as the game is played. Even if you clear a dungeon level, you need to fight to keep the monsters from repopulating it. The modules never go away, but are simply tightly balanced designs within the larger game. (of course, so too are the PCs, monsters, treasure...)
Ok sure. But this does no harm to the statement D&D was invented as a game with a story engine way back in 1973 when Ron Edwards was memorizing multiplication tables and had probably never even imagined an RPG. So what does GNS have to do with any of this?
The redefining of an RPG as a storygame, to the point even you don't seem to remember or understand what RPGing is.
Why don't we just confine ourselves to looking at those modules you claim are so necessary to play and see what they tell us about whether D&D has a story? Let's begin with UK1: Beyond the Crystal Cave, shall we?
Okay, but that is well known as being a campaign destroying module. "You are trapped in ice for 1000s of years". Wow! We might as well just quit the game. Maybe someone could have come from a previous time and then began class training when they arrived in the campaign, pre-game stuff, but UK1's design is a campaign ender.
In 1961, Caillois in his highly influential book 'Les jeux et les hommes' defined games as being a human activity that was fun, circumscribed, uncertain, non-productive, governed by rules, and fictitious. More to the point, a game is a form of play, and play is always fictitious. "A play" is literally a piece of fiction. The theatrical definition of "a play" and the verb "to play" have a common origin. To play is to exercise ones imagination. To game is to exercise that imagination in a manner circumscribed by goals and rules, but despite goals and rules it still remains a fiction.
Games are fantasy because they include people, the ideas in their minds. Fiction is a term about stories.
But even then, I don't think Edwards would claim "memory" was an RPG. He was making a theory of RPGs; not a theory of games generally.
Check it over again, The Big Model claims to be a theory on what every game is. If you can't find it, ask someone in the know.