Both the interpretation of the written rules into the game mechanisms, and the diverse exogenous rules that players bring with them into the circle that will inform their play.
This appears to be a restatement of the Lumpley principle.
As a non-formalist, when I see characterisations of play as "incorrect" I understand that to be normative rather than definitive.
Given that "correct" is a word used to express conformity to a requirement, and that "normative" means
pertaining to requirements (norms), this appears to be a tautology.
No platonic ideal play exists to provide an objectively correct model.
I don't think anyone in this thread has committed to Platonism.
On the other hand, it seems fairly obvious that when (say)
@Campbell refers to play of Apocalypse World as providing a play experience not available from (say) Gamma World, he has in mind a certain paradigmatic way of playing each game. The existence of, and reference to, those paradigms does not depend upon any notion of "objectively correct model".
I mean, maybe there are people out there playing Gamma World and getting the same experience as
@Campbell gets when he plays Apocalypse World, but no one has provided a shred of evidence that they exist in this or any other thread.
I believe that it is reasonable to focus discussion on the normal so long as we know that's what we are doing, and - for the sake of glimpsing interesting alternatives - remain open to exploring play that from our perspective might be unusual.
As I just posted,
where is the evidence of this unusual play?
evaluations (better or worse) are justified in the context of some given purposes, which means to remain open to different evaluations made in the context of different purposes.
This claim is contentious and I reject it. Not all evaluation has to be in an instrumental context. We can also judge the intrinsic value of things. This happens in other aesthetic domains. RPGs aren't, and RPGing isn't, special.