Some definitions, with glosses:
Now, a conjecture, with some reasons in its favour:
To win at something requires a stable baseline. That's why we have the phrase "moving the goalposts". To win by solving a puzzle, the conditions of the puzzle have to remain stable. (That doesn't have to mean there's a single answer, like most crosswords. The puzzle might be: here's a bit of rope, a pot of glue and a friendly dog - now work out how you're going to cross the ravine. The conditions of the ravine, the length of the rope, the strength of the glue, etc, need to be held constant.) To win a wargame requires holding the opposition constant. To win at a gamble requires fair dice and not changing the odds once the dice have been tossed and are falling through the air.
To make a point requires conversation, back-and-forth, responses to responses to responses. It requires no prejudgement. It requires other participants in the conversation picking up on what you have to say, playing with it, putting pressure on it, maybe building on it to see whether it holds up under stress or in new circumstances.
Stability and making a point are, at least it seems to me for the reasons just given, inconsistent.
Hence RPGing can't at one and the same time be both gamist and narrativist, as those terms have been defined above.
Gamist RPGing is RPGing aimed at winning. You win by overcoming the challenge, and/or by getting the prize. The challenge can be puzzle-solving (a lot of Gygax's D&D seems to have involved this) or clever wargame-y tactics (every old timer has a story about some clever thing they did to beat the various groups of humanoids in the Caves of Chaos) or just plain gambling (a lot of T&T play seems to be like this).
Narrativist, or "story now", RPGing is RPGing aimed at making a point via the play of your character. Jane Austen, Tolstoy, Zadie Smith, Chris Claremont and the writers of Days of Our Lives all have points to make (not in the RPG medium, of course), so this covers a fair bit of ground. It's harder to point to touchstone examples of this sort of RPGing than gamist RPGing, but a fair bit of Over the Edge play would fit the bill, and in more recent times Apocalypse World, Dungeon World and allied systems are reasonably well known.
Narrativist, or "story now", RPGing is RPGing aimed at making a point via the play of your character. Jane Austen, Tolstoy, Zadie Smith, Chris Claremont and the writers of Days of Our Lives all have points to make (not in the RPG medium, of course), so this covers a fair bit of ground. It's harder to point to touchstone examples of this sort of RPGing than gamist RPGing, but a fair bit of Over the Edge play would fit the bill, and in more recent times Apocalypse World, Dungeon World and allied systems are reasonably well known.
Now, a conjecture, with some reasons in its favour:
To win at something requires a stable baseline. That's why we have the phrase "moving the goalposts". To win by solving a puzzle, the conditions of the puzzle have to remain stable. (That doesn't have to mean there's a single answer, like most crosswords. The puzzle might be: here's a bit of rope, a pot of glue and a friendly dog - now work out how you're going to cross the ravine. The conditions of the ravine, the length of the rope, the strength of the glue, etc, need to be held constant.) To win a wargame requires holding the opposition constant. To win at a gamble requires fair dice and not changing the odds once the dice have been tossed and are falling through the air.
To make a point requires conversation, back-and-forth, responses to responses to responses. It requires no prejudgement. It requires other participants in the conversation picking up on what you have to say, playing with it, putting pressure on it, maybe building on it to see whether it holds up under stress or in new circumstances.
Stability and making a point are, at least it seems to me for the reasons just given, inconsistent.
Hence RPGing can't at one and the same time be both gamist and narrativist, as those terms have been defined above.