clearstream
(He, Him)
You may recall that my thoughts on sim - or "neosim" as I labelled it - align with Eero Tuovinen's. What you're describing would be nearer to sandbox, which interestingly enough is what Harenstam's Forbidden Lands is most like. I'm always interested in links to the thoughts of others, if you spot anything relevant.I think there could well be a ground that you are outlining in your discussion, in fact I think in GNS terms neo-trad might almost be analyzed as a form of 'simulationist' agenda in which the premise is formed by the players in regard to their characters and related stuff like the milieu they occupy, story arcs, etc. It then becomes interesting in terms of considering the ways in which RE considered sim/nar to be incompatible categories of agendas. You might develop analysis in a way to explain that (and to be fair, I think others have, post-Forge, already done at least some of that, as GNS really isn't all that current in Narrativist thinking these days).
High praise indeed: I'll take it!I don't think your ideas, mine, and say Ron Edwards' ideas are necessarily in conflict, that's true. Honestly, do your thing, I read the thread, which actually I don't read a lot of threads anymore, so I don't see it as a waste of time or counterproductive. I do think when I'm looking at actual questions of 'how do I run this' or 'how do I design this' that my conclusions will be more based on testing my thesis etc. than anything else. But maybe a manifesto is not meant to be operational? I don't know, I'm not sure. At a guess I would say the expectation is it provides a pathway to operationalization.
It does seem possible to draw that conclusion, although I decided against it. To my reading, GNS is only claiming that different creative agendas will be incoherent. And then Edwards is advocating designers to serve one agenda, but that doesn't make mixing techniques incoherent. The N in GNS somewhat conflates storygames with narrativism, when - at least in my view - they should be counted two different things. Storygames obviously wield/weld narrativism very strongly to their purpose, but narrativism isn't identical to that purpose.As for challenging your claim... Hmmmm. As I said above, there was a body of thought which would have classified what you are talking about as belonging in the category of 'incoherent designs' or 'incoherent play', but I think we've already moved beyond that, and not being a very good student of modern RPG theory as opposed to practice I don't feel very well-equipped to mount a challenge, nor do I even really think one is needed.
Once you remove that bit of ambiguity, so that narrativism isn't mixed up with Edwards' interest in dramatic protagonism (not that I have any disagreement with the latter, it's only the conflation I resist) then nothing in GNS seems to predict incoherence between -trad and narrativism. There might be doubt as to whose creative agenda would fit the resultant play... even so, folk are observably embracing these games. And of course, while GNS in places relates certain techniques to one agenda or other, it doesn't predict that mixing techniques will lead to incoherence. Obviously mechanical coherence is a consideration for design, but GNS isn't so far as I recall making any claims about that.