Maybe we could call it a "collaborative group of players with different roles?"
I have to say, from my ages and ages of roleplay ^^^This^^^ can't be stated enough as "new design". I think it very much is. Maybe there are a few obscure old games that said some to this effect, but certainly not any of the big companies. And certainly no game that got huge alongside the big dogs.
Somehow, some way - somebody put words to it
recently that caused it to finally catch on, and that matters to me.
To me, and maybe only for me, the statement that
"Everyone is collaborating to tell a great story, and the GM just has a different role in that, but still must adhere to the collaboration." Just opened up roleplay like never before.
It
ended all debate/agony/effort, for me, about "fudging dice rolls", or exhaustively tryin to "balance encounters", or trying to help players or find systems that had "balanced characters", and so on.
It forced me to realize that
well before dice are rolled, that its was not "my" world, or "my" game, or "my" plot. It was "ours" and the more I considered that, the more...like...
exponentially more I got out of my fellow players and the fun we/I all had.
Cut back to 20+ years ago: That was just not how GM guides were ever written. That's not how Modules were created. That's not how game mechanics phrased any roll.