Yes, I did. You put forward a situation that encompasses those three (sub-)agendas, so I was trying to characterize the way in which it does so. If you want to talk about multiple agendas being compatible at the same time (or not), then we have to talk about multiple agendas coming up at the same time.Ok, so you’ve just used all three agendas, and both forms of the one that might be too broad, to describe the gameplay experience I’m seeking. Is it any wonder I don’t find the theory terribly resonant?
GNS Gamist doesn't merely mean there are mechanics. There are mechanics of some kind in all three agendas/play modes—otherwise it wouldn't even be a role-playing game. Gamism is about "winning" in some measurable sense outside the game fiction: gaining XP, leveling up, that kind of thing.But it isn’t just based on the fictional consequences, it’s also the mechanical consequences. It has to be, otherwise it isn’t really a meaningful decision. If I’m just choosing which way I want my character’s story to go, I haven’t really learned anything. It’s only when the consequences are really felt that the decision has weight. I cannot separate the gamism from the natrativism here; the gameplay procedures give weight to the decisions I make for the character.
But even then, a meaningful decision doesn't have to involve mechanics. If your character faces a dilemma that will result in one person or another dying depending on your choice, purely through verbal description (which some games do), there are no mechanics, just shared knowledge that one or the other character is now dead.
I don't know the context for that, but lacking particular info, I can easily see someone making that classifcation. You specifically pointed out that you want to face dilemmas that require deciding between different values of your character: You can't have it both ways, one value will have to be compromised in order to preserve the other. That's the very nut of GNS Narrativist play.And earlier Ovinomancer said my gameplay priorities seemed like pure similationism. Something is amiss.
If, on the other hand, you want your character to express the general behavior and style of a samurai, or an eccentric wizard, or a plucky halfling; if in a given situation, the answer for how to act is clear because only one value is challenged; that is GNS High Concept Simulationist. It's a fine base in which to embed moments of Gamist or Narrativist play, and they may even align, quite often (as you correctly countered my comment). But they are different, and a game that really leans into Narrativist play with many such moments, particularly when they fall one directly into another—feels very different from a game that uses more High Concept Simulationist moments.
Sounds to me like you want GNS agendas pitted against one another, so that you have to pick one or the other. That seems perfectly fine and within the scope of the model. It's kind of a meta-agenda, actually.That’s exactly the point though! The conflict between those things is my agenda. I want to have to choose between the XP award and my character’s ideals, because that reveals whether the character truly lives up to those ideals when it counts. I don’t just want to choose whether my character follows their heart or gives into greed from a detached perspective, I want to feel that dilemma, which means the reward I have to sacrifice to uphold those ideals needs to affect me!
I agree.And, sure, maybe sometimes that’s the case. That can feel rewarding, when the character’s wants and needs and the gameplay rewards are aligned. A healthy mix of dilemma and reward, catharsis and abnegation keeps the game dynamic and engaging.
Yeah, I think you got me on that one.I disagree that it’s more often the case, is the thing. Most of the time, challenging gameplay supports a desire for character exploration, and a sense of internal consistency supports the decision-making process, at least for me.