I'm not
@Campbell, but can express my view:
If the system includes fortune elements, and calls for them to be used at key moments which will determine whether or not the simulation "works", then the answer is "yes". CoC is a classic for this - either the GM fudges the rolls to find the clues, or manipulates the backstory to reintroduce the clues if the check is failed, because otherwise the game grinds to a halt.
But GUMSHOE solves this problem and so doesn't need illusionism.
Another example is AD&D played DL-style. The game will grind to a halt if the PCs die to the first random encounter with Draconians, and so the GM has to fudge. 5e largely solves this problem by making it mechanically hard for players to lose once their PCs are above 1st or 2nd level, and so probably doesn't need much illusionism to work for AP/DL-type play.
Fate largely solves these sorts of problems by giving the players Fate tokens to manipulate outcomes while reinforcing character concept.
@Malmuria , I just posted this on Discord not long ago (and it was agreed with generally by the players including
@Ovinomancer ) regarding the PBtA game
The Between.
The Mastermind angle "wants" to be My Life With Master-ish, but it is losing everything from My Life With Master (the players actually making the protagonist and through that process + working to wrest the trajectory of play from the protagonist Master so they, in turn, end up being the protagonists) that makes it Story Now and gains nothing in return. It is sort of this mish-mash of High Concept Sim + conch passing color generation + Story Now mystery creation and resolution + this mish-mash of Story Before and Story Now personal Threat (each playbook has their own threat which, like the Mastermind, is out of the hands of the player to dictate a lot of the consequential particulars).
There are dramatic needs which the players have a fair bit of authority over. The bulk of play is procedurally generated by following the fiction > deploying the rules > observing the principles. So there is an undercurrent of Story Now.
But it has enough drift there into High Concept Simulation/Story Before at two of the most consequential and personal aspects (Mastermind and Threats) + the conch passing color generation that trying to slot it becomes extremely difficult.
The High Concept Simulation aspect of The Between features no Illusionism whatsoever. But, in my experience, Illusionism is quite often (due to system "not quite getting there") a hefty rider for HCS play (sufficient to control the trajectory of play much of the time.
As far as D&D editions go, I've played everything but OD&D. This is where I come down on them:
Moldvay Basic - Gamism
RC - Gamism OR High Concept Simulationism
1e - Gamism OR High Concept Simulationism + (very poor man's or retrograde) Process Simulationism
2e - High Concept Simulationism
3.x - Gamism possible at very low levels (E6) OR (very poor man's or retrograde) Process Simulationism + High Concept Simulationism
4e - Gamism OR Gamism/Narrativism hybrid (actual integration of the two)
5e - High Concept Simulationism
* Of note. Gamism in Moldvay Basic and RC and 1e are kindred (no surprise), with (IMO) the Gamism in MB and RC being superior to 1e. The Gamism in Moldvay Basic/RC/1e is somewhat different than what low level 3.x offers is
quite different than what 1-30 4e offers.
2e doesn't offer Gamism because it stripped out most of the important tech that offered Gamism prior, is just a pile of kitchen-sink stuff, and embraces so deeply the Dragonlance/White Wolf Storytelling zeitgeist (which is anathema to Gamism and competitive integrity).
5e doesn't offer Gamism because it strips out so much of important tech that offered Gamism prior, has a horrific Encounter Budget paradigm and Adventuring Day balance paradigm, noncombat action resolution is deeply deeply GM fiat governed by a lot of storyteller impetus or content curation/spotlighting impetus (or arbitrarily so even if it isn't done uniformly), and the PCs are just so overwhelmingly powerful at the beginning of the game with all the resources they could possibly want due to Cantrips and Rituals.