I consider them exclusive because, more or less, you wouldn't bother with some of them if others are present, and if you do need to bother, then...I don't really think the previous was present, it just seemed to be because you had never actually run into an issue before. Which is the fundamental instability of #1 (and, to a much lesser extent, #2): "we simply have lucked into never having a conflict" is indistinguishable from "we don't have conflicts, period" up until the moment your luck runs out.
As soon as a problem has arisen, you don't have #1 anymore. As soon as "talk it out" fails to produce a resolution, your group has proven it cannot resolve problems at least some of the time purely through discussion, and needs some other backstop. It's a question of where the buck stops, not what can potentially be used at some point ever.
I would simply say that "mutually exclusive" has a meaning, and that is not the same meaning as this. Again, I think you have presented a good typology, but real life is messy, and all of these are likely to be occurring.
Moreover, depending on the authority structure of the FKR game, more than one of these might be necessarily required at different points.
Sure. This is why I take such issue with things like Finch's god-awful Quick Primer for Old School Gaming. Because if you cast the alternative in the worst light possible, and your proposal in the best light possible, you can always get a situation where something sounds absolutely amazing and enchanting. Separately, it also gets at my personal concerns with FKR--that I, personally, think rather a majority of GMs are not actually possessed of the mindset, skills, and knowledge required for effective FKR play...and that, very unfortunately, GMs that really shouldn't do FKR are going to be immensely tempted to do so.
Perhaps? That's a weird worry to have! FKR isn't a revolver being handed to children.... I don't cast this in the best light possible- instead, I recommend tables try it. Most of the games work great as one-shots. If it works, then that's something fun for people to keep doing. If not, what's one day in a life?
I mean, I would personally say that the actual issue is that there is little to discuss. You are speaking of intuition. Something that cannot, even in principle, be put into words, because it isn't a procedure or a process or a principle. It's a feeling, a reflex, a value (in the ethics sense, not the numbers sense.) How do you explain the difference between "cool" and "warm" colors to the blind? Or the legal definition of obscenity, which has actual Supreme Court opinion using the completely undefinable phrase "I know it when I see it"?
You can nibble around the edges by discussing specific case-by-case things, but the whole point of (as you phrase it) "second-order design" is that it isn't designed. By definition, it can't be; it is intentionally not a plan or structure prepared in advance, and instead entirely made of improvisation and ad hoc response. All you can really do is discuss the skills required, maybe some stuff about mindset and framing. Then go over example situations to hope that they will provide useful guidance (or practice, if you ask for responses rather than identifying potential good responses first.)
"First-order design" is simply much, much more discussable, because it is, in fact, design. Part of the point of doing first-order design is that it can be communicated, that two totally disconnected groups can achieve comparable, connected experiences because of that ability to communicate it.
I disagree with this. I've posted several examples of different FKR games. I think that the problem that I keep highlighting is that there is little to discuss for people that are focused on the design of the system. Heck, there's probably little to discuss for those who love getting caught up in debates about authority as well- as I've noted, there is no requirement for central authority. If those are things you love to argue about, there is probably little to discuss in FKR.
That said, there are intentional design decisions that are made- when I make a one-shot for FKR (like Disco Party Athletes) I do think about the design, and what I want in the minimal design to be reflected in the second-order design.
