Wow, I've never seen so many RPGs I've never heard of rattled off like that. You make me feel like I need a radical change of social circles.I wasn't sure about the and disable it. At first I thought maybe that was implied; but then when I wrote my posts (563 and 566 not far upthread) I just focused on the you find a trap. That's why I said "it is more than mere colour - but how much more? That might depend on the details of the trap." Because disarming it, or perhaps narrating how all the PCs walk carefully past it without triggering it, is a tiny bit of non-colour but not-very-big-deal action resolution.
Now, a content warning: the next bit of this post is rather Forge-y:
Correct - it's neither "story now" nor "step on up"! It's a third type of play priority, where the goal is to "be" one's character wandering through a dungeon having an exciting time finding and disarming traps.
I found this passage from someone on the interwebs:
The key word is "genre," which in this case refers to a certain combination of the five elements [character, setting, situation, system, colour] as well as an unstated Theme. How do they get to this goal? All rely heavily on inspiration or kewlness as the big motivator, to get the content processed via art, prose style, and more. "Story," in this context, refers to the sequence of events that provide a payoff in terms of recognizing and enjoying the genre during play.This sort of game design will be familiar to almost anyone, represented by Arrowflight (Setting), Pax Draconis (Setting), Godlike (Setting), Sun & Storm (Setting + Situation), Dreamwalker (Situation), The Godsend Agenda (Character-Setting tug-of-war), The Collectors (applied Fudge, Situation + Character), Heartquest (applied Fudge; Character), Children of the Sun (Setting), Fvlminata (Setting), and Dread (Situation + Character), Fading Suns (Setting), Earthdawn (Setting), Space: 1889 (Setting), Mutant Chronicles (Setting), Mage first edition (Character), Mage second edition (Setting), Ironclaw (Setting), and Continuum (Setting with a touch of System). Many Fantasy Heartbreakers fall into this category, almost all Setting-based. Some of the best-known games of this type include Tekumel, Jorune, Traveller (specifically in its mid-80s through mid-90s form), Call of Cthulhu, Pendragon, Nephilim, Feng Shui, the various secondary settings for AD&D2 like Al-Qadim, and quite a few D20 or WEG games which rely on licensing.
In this particular case, the emphasised elements are probably Situation + Character, but if it's heavy FR then maybe we have Setting + Character (and the reason for narrating the trap is to inject a little bit more character-relevant situation and/or colour).


Also, you remind me of a session I once attended where the GM's top priority was clearly to spend as much time as possible describing all the dramatic flourishes, cape-swirls, and magical sparkles of their characters as they performed their daring actions (including the GMPC of course). I didn't go back to that one.