Yep, this. I don't like being gaslighted, and I don't like when I see other people being gaslighted. "No, there is no bias, you're just imagining it." Please!
Also, pretending that GNS theory is somehow neutral and objective, leads the adherent effectively casting any disagreement with it as lack of understanding or result of (to not use Edwards' terms) "cognitive bias."
I don't think this is helpful. And like I tried to allude to earlier, we are ultimately talking about categorising and describing rather subjective experiences, so it is perfectly possible that a certain explanatory framework works for one person while not to another, without either of them being in any way objectively "wrong."
Quick thought.
I don’t think that he was objective. But I don’t think objectivity is necessary for theorists to accurately capture and model phenomena (particularly when they have a lot of observational evidence). And honestly, I don’t know that he wasn’t completely objective going into the sort of gaming experiences that ultimately shaped him (nor does anyone else).
So in terms of my understanding of what he liked/didn’t like, it goes as follows:
He certainly liked
Gamism.
He had a complete love affair with
Process Simulationism (and had a huge amount of experience with it).
He very much, clear as day, did not like
GM-facing, GM-directed, Illusionism-intensive High Concept Simulationism because
he felt it was play that was unfun and violated social contract because it failed to meet either the evinced goals of play or the implicit goals of play (you can find incoherence and dysfunction in there). Whether or not the italicized is true or not is another question. But he had a huge amount of experience with this and profound disappointment in the play. Narrativism was basically a reaction to this (because that is what he expected out of this form of play).
Now I have no idea how he felt about
Table-facing, System-directed, Storygaming as High Concept Simulationism like Fate? No idea.
He obviously, among others put in the work to build out and reify
Narrativism. We know how he felt about that.
When he finally played 4e a few years back, he loved it and called it a successful
Gamism + Vanilla Narrativism game so I know that he feels that hybrid designs are capable of existing (he postulated that G + N play nice together over the years.
He played Blades years ago (another
Gamism + Narrativism Hybrid) and (as I write above) had an unfortunate and clearly misinformed take on it (though he couched it heavily and may have fully drawn back from it sense).
So, on the whole, I don’t feel like he dislikes much in the way of these agendas. Again, I don’t know how he feels about Fate (if I had to guess it would be that he doesn’t like it), but on the whole, the only thing I know that he doesn’t like is a particular brand of
High Concept Sim because of the italicized I wrote above. Now, full disclosure (as many of you probably know), I spent the overwhelming majority of my GMing since 84 running brazenly, unapologetically
Gamist D&D crawl games (often full blown Pawn/Token Stance). The first time I felt unwelcome in this hobby was the late 80s when the hobby took a HUGE and aggressive turn toward
GM-Directed High Concept Sim. It was at that time when my gaming was constantly attacked for shallow “roll-play not roleplay.” That continued for a decade and a half (of which time I ran a nice chunk of Over the Edge + Everway and plenty of, to myself but not my players because they expressively asked for it, very unrewarding
GM-Directed, High Concept Sim where I mashed the pedal to the floor on Setting Tourism + Metaplot). It (“roll-play not role-play with a side of OSR/3.x vs Forge culture war) then started again in 2008 during 4e.
Now the thing is, the majority of play in the hobby is clearly
GM-directed, High Concept Sim with some
Gamism feathered in and then muted (as the dictator of the through line of play) via an abundance of free play/vignettes and then subordinated here and there because of clash with story or inviolable immersion priorities and then feathered back in (etc). But that is the only thing that is negatively connoted in the essays as far as I can tell.
The problem is, that is
The Big Dog (and
The Big Dog knows it and if you don’t know…prepare to be reminded!) and has been so for…30 years? So its not a % # of play styles with these framing issue in the Forge model. It’s that there is a lot of subtly variant subsets (3 examples would be some have more PC-build intense Gamist through lines and Power Fantasy than others, some are totally unstructured freeform and borderline LARP, some follow the metaplot most of the time and then get off of it now and again and change playstyle to a nearly full-bore Gamism crawl phase, etc) that fall under that
GM-directed, High Concept Sim header. This is where the 6 cultures of play do their best work with
Trad +
Neotrad/OC +
Nordic LARP. The Big Dog plays those and drifts them and brings in
Classic (Gamism) priorities to one degree or another.