Ok, your theory makes the positive assertion that there are three “agendas” and a game can only serve one of them at a time. Though it seems we’re now beyond explaining the theory without use of jargon.
No, a moment of play in any game can only serve one at a time. I've been clear games can serve up different agendas to different tables just fine. GNS isn't about games.
The jargon is causing misunderstanding here. You say that a game can’t serve a desire for challenge and a desire to learn what a character would do when push comes to shove at the same time, and then redefine those terms in a way that makes it a true statement. But you can absolutely learn about the character through challenging the player.
No, the use of common language is causing the misunderstanding. It's the ambiguous usage of "challenge" that's causing the issue. When I clarified this, you've pivoted to keep the focus on the theory being wrong without at all acknowledging the impact of the ambiguity or that I've tried to clarify it.
And I'm struggling to understand how you can learn anything about the character by challenging the player. If you challenge the player, you might learn something about the player, but the only way the character would be impacted would be if the player decided to project themselves onto the character. That's still about the player, though, so... help?
They don’t need to, no, but they absolutely can be.
You’re presupposing the arrival of a moment where one priority begins to detract from the other. One could certainly design a game to avoid such conflicts of interest.
Yes, good, okay, great. This is exactly what I'm looking for as proof to disprove my assertion! Where is this game?
Because, otherwise, you're engaging in speculation that a thing must be possible without any evidence it is. I'm not going to say it's not possible, but I don't have evidence, either. I've looked. And I'm still looking.
I have found that verisimilitude, challenge, and character (as you define it) are all quite well served by “old-school” D&D play - which is to say, location-based play focused on orienteering and resource management challenge with a strong emphasis on player skill.
Oh, no, not even at all. This is, again, using ambiguity in the common terms to confuse the discussion. When you say "challenge" you don't mean what I've taken many pains to be clear about. When you say "character" you're doing the same. The pretend here is that we are talking about the same things. It's why jargon can be useful -- it makes it clear you aren't using these terms ambiguously.
It absolutely is. The skilled play is just in avoiding combat rather than overcoming it.
And, again, you have to have a system that enables this for it to be skilled play. 5e doesn't. Or rather, what 5e has is a system of the GM Says, both in how you can learn about things and how you can act upon them successfully. There's very little meat to 5e outside of combat and spells that isn't just GM Says. It's in the core game loop. So, it's very hard to operationalize challenge so that players can leverage the system and their game resources to overcome challenges in a skilled way.
And that's not at all a bad thing, because 5e serves up High Concept Simulationism -- meaning it does a great job of letting the GM represent the causal factors and outcomes of the world in a believable way -- but doesn't really serve up much else because it's hinged so much of it's system on giving the GM the power to do the HCS well. Combat can support a gamist agenda, and you can lean into that and drift the game into this, but it's very hard to avoid having the GM act as the world and make rulings this way.
Why? Why are system resources an essential component of challenge? That seems absurd on its face to me; especially in a high-verisimilitude context, navigating the world primarily through back and forth narration can be highly challenging to the player, with little to no mechanical involvement.
Because you keep using challenge ambiguously. When you sit down to play chess, the challenge is apparent -- can you, as a player, leverage the system and resources to win? Same with many wargames. B/X does a pretty good job of presenting a system that can be leveraged -- you have to manage the wandering monster check, you know how to score points (XP, treasure), you have character side resources (inventory management, hitpoints, spell load out, hierlings) to deplete and use. 5e has almost none of this, or very paired down versions (mostly because they aren't "fun"), and hinges most everything on the GM's judgement. So, challenge isn't going to be about things the players can see and understand and leverage, and know what their risk spaces are, but rather are about what the GM says the world does. If you do not have a system to support the challenge, it's not really challenge but being entirely reactionary to the GM. You can't push, and shape, and win.
Look, here's a good example. Take 4e, which very strongly engages a gamist agenda. Many of it's powers do not care to establish a prior condition for their results before the power can be used. This breaks with verisimilitude because the cause is not before the effect. Instead, the effect is chosen (the power) and then the cause of that effect has to be backfilled. 4e totally supports gamist agendas, but has little to support simulationism agendas because it's not very concerned with establishing cause and effect patterns. And this bore out in the discussions about 4e.
Hold on, why does “see how long you can survive” necessarily toss verisimilitude out the window? If the gameplay is set in a place where survival would be difficult, “see how long you can survive” absolutely serves verisimilitude, as well as challenge. And that challenge will inevitably lead to moments where you are forced to choose between bad outcomes, thus revealing how the character acts when push comes to shove.
A randomly rolled set of encounters, played until the characters die, and then you mark score and see which players get bragging rights supports verisimilitude? Maybe we need to look at that word, because... what?
Verisimilitude can be prioritized without having to be the deciding factor on if there’s a conflict…?
Verisimilitude can be prioritized without prioritizing it? What?