Ovinomancer
No flips for you!
Honestly, that all sounds like it has the same agenda, with differing adherence to pre-planned materials. In each case, the players are prompting the GM to reveal more about the world, and the GM is sitting in the place of the world-engine -- the creator and definer of what this world is about and how it acts. GNS doesn't really tell you how you need to run your game, it identifies what creative aspect of play is primary. Here, this all reads as strongly Simulationism. Doesn't surprise me, honestly, as 5e is pretty strongly slanted to support Simulationism as an agenda, at least at the High Concept end (ie, not process).It's probably been said 500 times already in this thread, but perhaps an issue is that 5e (or most any TTRPG) can be played in very different ways.
One table could have a prepublished campaign, characters with no personal story, and a GM that is going to run a series of sections from the book exactly as they are written.
A second table perhaps has a GM with a prewritten adventure that is crafted with a few connections to the players stories weaved into it.
A third GM (me) might have absolutely no prewritten adventure in mind and instead some loose ideas of interesting things that they might throw at the PCs if the opportunity presents itself. Their session revolves around asking the players "what does your character want to do?" and then parsing how the world would react to the answers to that question. It MIGHT be "Go check out that dungeon for loot" or possibly "Go look around town for exotic animals" or even ""Go gather up supplies, build, and advertise a sandwich shop in the ground floor of our temple".
In the check out a dungeon request, then as a GM I will maybe switch modes of play and use something prewritten, and it may or may not connect to other storylines.
I'm the other two requests, however, I'm just creating things on the fly to give the player an interesting and challenging stream of feedback for as long as they want to pursue the idea. A trip to the exotic animal market might spin into a multi session trek across the world as the players direct the story.
Yes, you can 100% switch between agendas, not just between sesssions but even between scenes and sometimes inside a scene. The more often you do this -- change what's going to be the deciding factor of play -- the more you increase incoherence, specifically that the game appears to be switching between what's important and isn't keeping consistent. If you make this obvious, as Torchbearer does, you can alleviate any confusion about what's going on, but that doesn't remove that the agendas are not consistent.And this is why I disagree when a game system is given a GNS label, because most games can be used to give the players whatever they want out of it.
You can have a session of 5e that's basically a tactical miniatures combat game followed by one solely roleplay that never touches a die and is about the characters confronting a mentor who let them down.
Most game are versatile enough to accommodate many playstyles, and many groups use multiple playstyles in their gaming session.
Also, inside D&D, "playstyles" really refers to a a few different ways to support what's largely still the same creative agenda within GNS. There's a few ways games support Story Now as well, and hence why games like Burning Wheel play differently from Apocalypse World which plays differently from Blades in the Dark. All of these strongly support Story Now (Narrativist) play, but in different ways that are very much like what "playstyles" often refers to in D&D discussions. "Playstyles" on ENW is almost entirely locked into D&D -- it's pretty narrow in what it reaches.
It's a shorthand. Many games provide strong support for a particular agenda. They don't have to be used that way, but most commonly are. This is a reason I've tried to take care to say that game support an agenda rather than just labelling them with the agenda. It avoids the confusion caused by the shorthand.In short...why do I keep seeing the GNS labels that I have been told are for describing players tacked onto game systems themselves?