My argument the whole time has been with the construction of a supposed dilemma -
The issue being that you assume that dilemma in your argument. You've already said you cannot do skilled play and story curation at the same time, this is the foundational tenet of your position -- that it is an error if you do so. So, when other people say that there's a tension between story curation and skilled play, you jump in and so no there isn't because you can't mix the two? Why can't you mix the two? Because they are in contention with each other.
I mean, you're arguing with the basic tenet of your own statements, here. You cannot assume the two things are so antithetical that they cannot even exist at the same time and then turn around and argue that there's no conflict between them.
If you are choosing on SP, then you are not judging on the basis of climax.
Correct.
If you are choosing on SI, then you do not care about the long rest recharge: there is no problem in sight here.
Or rather, you can just change things so that there's no problem. Not changing things would be a problem, hence the conflict.
I mean, if you do not change things in a story curation mode, you have a failure -- you've failed to create the exciting conflict that this mode of play prizes if you do not adjust things to account for the rest.
This is the conflict here. You have a choice in the OP -- to change things or not change things due to the rest. If you don't, you're, as you note, holding to skilled play imperatives because the idea of changing things to make for an exciting climax is not the point. If you do, then you're curating the story, because you're discounting the play in favor of creating an exciting climax. You have to make a choice, and you cannot choose an option that supports both because they are in conflict with each other.
The OP asks you to feel troubled about choosing based on SP because of concern for a non-SP goal, or troubled about choosing on SI because of concern for a non-SI goal. Each choice only takes the form of a dilemma when judged by the standards of the other context.
This is suggesting that if I have skilled play priorities (or story curation) then there isn't a choice here. I'd argue that from a skilled play priority you're correct -- it probably wouldn't occur to change things if this priority is well internalized. However, from the other side, there is a choice, because the proper choice isn't obvious and you'd have to lay out the various options (as you conceive them) to best select, and that includes the do nothing. This is because story curation, but it's very nature, involves a cost/benefit evaluation -- what change effects the best outcome. The cost here is the option not selected which may have a better benefit. This is in the weeds, though.
So, sure, in a way you are correct, but the alternative is that we don't ever consider the other.
That was one line of discussion. The other is that I also resist the dichotomy, suggesting that what we ought be concerned for is to achieve gameful-narrative. Digressing into a thought that SP can't avoid gameful-narrative anyway.
I'm not clear what you mean by gameful-narrative. I found your explanation of gameful to be a bit odd. "Gameful" means playing with rules, but that's space already occupied by "game" so I followed your reference. There is no mention of "gameful" in the work you cited, "Rules of Play" by Salen and Zimmerman. Do you have a better source?
Anyway, continuing with your explanation as given, gameful narrative would then be playing with rules and narrative? Not sure what narrative is doing here. Your earlier post seems to indicated that gameful narrative and emergent story are the same thing, but I'm not clear that this is so, or what new work this term is doing.
What strikes me as odd is that you assumed I was disagreeing with you.
Well, you've been aggressively responding to my posts and liking posts by others that are actually arguing for the combination of curation and skilled play, so it was pretty easy to go there.
It may help to know as well that I am not taking any fixed positions here. I am exploring lines of reasoning on the OP's topic and related matters. If you are at all familiar with game studies then you will almost certainly have encountered researchers acknowledging games as complex and hard to define (which never stops anyone advancing a definition, even so!) I think games are play with rules and goals. They are played by entities external to the game itself, that enter the game. They are far more complex than linear media, which themselves have generated forests of theory. To have the opportunity to tease out pernicious threads with willing interlocutors is a gift, and a very great pleasure
I might suggest being clearer on your positions, then, because it was actually shocking to get to the last sets of posts and find out that all your argument predicate the position of mine you keep responding to aggressively. Not hostilely, mind, but aggressively. There's a difference.