This is why I've made repeated comparisons between Roberts play and my own and have pointed out how those exact preconditions created a moment of Narrativist reward in the play of
@SableWyvern
Where the current disconnects happen are along the lines of realism and when/how a situation is created.
What a lot of the sim crowd mean when they say 'real', is that extrapolation happens without regard to the player characters. Otherwise the world feels contrived, well in fact
is contrived.
A Narrativist response is that the contrivance happens anyway but being aware of it allows for better play for gamestate reasons, amongst others. It's a somewhat complex topic.
My response to the narrativist response is that I don't generally like the contrivance and a style of play that embraces it is not usually what I'm looking for. It's really just as simple as that.
Now, taking a step back and looking at things objectively, it is always possible that when I run games and think that the contrivance isn't a thing (or has been reduced to an acceptable level), I'm fooling myself and my players. Although I'm skeptical of the ability of people who have never sat at my table to tell me what is really happening there, others are certainly willing to assume what they want about what happens in my games and it's not impossible that they're correct. But, at the end of the day, even if I
am fooling myself, doing so results in a game that feels the way I want it to (and, certainly, feels different to one where I adopt a different set of processes and axioms).
Whether it's real or an illusion in this case really doesn't matter. More to the point, even if someone believes that it's illusion and is correct, they're still wrong if they then go on to say, "And therefore, you would be better off accepting the contrivance."
They may be better off accepting that contrivance. However, to claim that I, too, would be better off, is certainly a bridge too far.
In summary: even if hardcore narrativists are absolutely correct about what's really going at my table, they are not in position to tell me what would make a better game at my table or what I (or my players) would find more fun. It makes no sense for me to embrace the contrivance if I don't like the contrivance.
I didn't engage with the comment a while ago referencing the "moment of Narrativist reward" because looking at it from that perspective wasn't adding anything of value to my perspective of the game; it seemed to me to completely ignore the possibility of there being any value in the process that resulted in us arriving at that point.
"Hey, if you play the game differently, you can have those moments all the time!"
Ok, great, but playing the game differently will be less fun for me and may in fact devalue those moments for me.
None of which is to suggest that the Narritavist method can't provide a better game for many people. I'm simply rejecting any assertion that it holds some deeper, more honest truth that provides inherently better gameplay
in general.
Edit: And, all that said, I'd say you are spot on when you identify this point as one where there is major disconnect between the sides of the discussion.