clearstream
(He, Him)
From TorchbearerAt one point at least, maybe more than once, the players reminded me of some particular rules aspect that constrained me as GM. (I can't remember the details of the one case I clearly remember occurring: I do remember, at the time, thinking that many ENworld posters might be shocked by the idea that I, as GM, could be held to account by a player referencing the rules.)
I personally don't think this creates or illustrates any interesting GM-as-player vs GM-as-"lusory means" distinction. The GM is not a means in any sort of RPGing I'm familiar with. Even in Gygaxian dungeon-crawling they are an active participant making many decisions about the content of the fiction, using only the means permitted by the rules (eg a GM who is refereeing (say) White Plume Mountain is not at liberty just to change, on a whim, the fiction of some particular room, nor the stats of some particular monster or NPC).
What are your thoughts on game text like that? See also my post #41.To play the game, one player undertakes the roles of the antagonists, supporting characters, setting and scenery. This player is called the game master. The other players take on the role of individual characters. They are the adventurers.
@Emberashh points there toward some of the ways in which GM may be counted among lusory-means.The rub comes from the fact that GMs have a significantly different role from a colloquial Player, serving in some capacity as the underlying engine for the gameworld. Whether that means simulating a gameworld or just filling in whenever NPCs have to do something is immaterial; GMs facilitate there being a gameworld through rules that enable them to do so.
Even FKR works the same way in this respect, and the only games that defy this structure are solo and co-op games, that shift and distribute that role across the game's procedures and/or other players.
That reminds of the "formalist" position: which is that one is not playing a game unless one is playing by the rules.Ideally, the only wrong way to play a game should be to just not play it at all.
Clearly I diverge from TH on that. One way that pays out is he counts D&D 4e under "D&D/Pathfinder" whereas I would include it in neotrad. I linked his full post above, which says more about what he counts as "sim", which again I diverge from. A significant additional consideration for me is that the innovative indie-game mechanics he is speaking of can be profitably integrated into more than only sim designs.On a different point, in another recent thread I characterised neo-trad design as the adaption of certain techniques from "indie" RPGs to a more trad-type high concept sim play; I note that one coiner of the term seems to agree, As per post 42 upthread,
Neotrad A hybrid between simulation games and Story games (below). Often looks like traditional simulation games (expensive books), but contains a lot of inspiration from the indie games mainly in terms of mechanics.