A quibble, which I think you could reasonably take as proving your point: "narrativists" who like the GM to tell the story are (in Forge terms) a species of High Concept Simulationist.hong said:Apropos of nothing, you had a great post, except for the bit where you started delving into Forgeisms.
Really, you can't see how using words like gamism, narrativism and simulationism obscure more than they illuminate? Because, apparently, depending on the circumstances:
- Gamists like systems that are heavy on crunch, or light on crunch
- Simulationists like a game that emphasises a living, breathing world, or one that just dives into the action
- Similarly, simulationists like a game that is heavy on crunch, or light on crunch
- Narrativists like games that have the players making the story as they go along, or has the DM doing it all
Now, maybe you could say that you provided detailed critiques and rationales justifying why the circumstances in question produce these results; therefore, the GNS schema has succeeded in making you think about games. However, many people manage to think about games without using GNS. Similarly the detailed critiques can stand by themselves; while a classification scheme that gives rise to such outcomes can hardly be said to be useful.
A limited defence: I readily concede that Forgist terminology doesn't capture all the useful distinctions. But it does capture some of them. In your post you use "crunch-heavy" and "crunch-light" as if that distinction is unproblematic, but it's also ambiguous (is 4e cruch light - because it has easy statblocks and very streamlined mechanics compared to 3E or AD&D - or is it crunch heavy, because it has 400+ pages of power descriptions that are needed to make it go?).
Putting the real Sinecure to one side and focusing on the Forgist labels: they predict that s/he might enjoy Tunnels and Trolls or Palladium (gamist, probably easily drifted to the preferred non-mechanical form of simulationism), would probably not enjoy Chivalry and Sorcery (too close to RM/RQ), would probably not enjoy Prince Valiant even though it's quite simple in its mechanics from what I understand.
Maybe these things could be worked out from first principles without the aid of Forge labels - but they do help me to think about what is going on, even if they're not perfect.