Preamble: I :heart: GNS/Big Model theory.
skeptic said:
Like some designers' comments hinted to it, D&D is still a confused gamist/simulationist RPG.
Leaving any specific talk of GNS aside*, I think 4e is pretty clear about its intended focus. From the new PHB:
"D&D is a fantasy-adventure game. You create a character, team up with other characters (your friends), explore a world, and battle monsters.
...
You “win” the DUNGEONS & DRAGONS game by participating in an exciting story of bold adventurers confronting deadly perils.
...
Your character grows as the game continues. Each monster defeated, each adventure completed, and each treasure recovered not only adds to your continuing story, but also earns your character new abilities. "
Hello, challenge-focused RPG'ing (what some might call Gamism).
I don't think you should get too derailed by the "exploring worlds" part. Settings are a big part of D&D, but that doesn't necessarily mean incoherence. Setting is situation (and vice-versa), after all. 4e appears to be embracing the idea that setting exists to facilitate play, not just provide color or fill up sourcebooks.
The bit you quote about thinking like your character is, I think, talking more on the level of basic introduction to RPGs. Regardless of stance, one of the important bits central to the concept is that players will control a single figure on the board, and they will have to react (no matter what the stance) based on the shared imagined space. I.e., regardless of whether I play my PC as an actor or an author, I still have to grok the
concept that who they are and what's happening to them in-game is my frame of reference.
I.e., this isn't Monopoly. There's
fiction that needs to be considered.
* Remember folks, the GNS bit of Big Model theory describes
agendas of people at the game table as observed over multiple sessions of play. While it's become common parlance to refer to
designs as G, N, or S, GNS is really about people, not the text.