Page 42 could absolutely be used to run a D&D game on its own, sans powers, combat rules and the like. And it's the existence of something like page 42 that keeps the system from becoming "based on its restrictions".
Yes, but I still think that a game run completely by Page 42 would not be D&D 4E. That is not to say it would be a bad game - with the right group it could be very good - but it would be very different from the "standard" 4E game. The game is strong enough to have an element of Page 42 and still remain based on what the majority of the rules pages are about - but a game that
is Page 42 is something else entirely. Add to that that Page 42 is
still explicitly about dealing with practical and physical challenges; it's clear that something else has to be added to it to get a game with another focus (I would tentatively suggest that these would be a narrative 'theme' or 'issue' for one style and a coherent world model for the other). While this "extra something" can be added by play groups that know what they are seeking, without prescription, I would still say that they form part of the "system" used to play the game. The fact that they are not written down, and that an experienced group might know what they are at a gut level without necessarily being able to express them in words, does not change that. A published game system that was designed to support such other styles, though, would absolutely have, at the least, some guidelines and advice for constructing those additional elements. The best also have rules for it.
Now, as to mixing types, where I think the conclusion that you can't mix well falls apart is that this is what stories do.
Do they? I'm not at all sure that most do. It seems to me that this is a large part of what we call "genre". It's not the entirety of genre, but most genres fit mostly into one 'camp'; action-adventure, for instance, rarely steps significantly beyond the "gamist" mode. Crime thrillers and murder-mysteries are generally "gamist", too, with good and bad clearly delineated and unblurred throughout. Some 'action' stories flirt briefly with a serious theme, but don't actually take the step into "narrativism" by actually challenging the "received wisdom" in any meaningful way. Star Wars, for example, seems to me to be almost pure "gamist"; the one real challenge to the "Light side = good; Dark side = bad" paradigm is when Luke discovers Vader is his father. Now, if Vader had tuned out to be the ultimate big-bad that Luke had to kill, that might have turned seriously Nar - but as it was the practical goal was able to switch seamlessly from "kill Vader" to "kill the Emperor", and the basic schema was not really seriously questioned, let alone tested.
Avatar - another action flick vaunted for its "ethical content" - is pretty much the same. The basic "greedy industrial corporation = bad; primitive ecological stuff = good" is never really in doubt. Worse than that, the eco-folk are even proved to be unequivocally right, in the end. If the planet had not been "alive", and the eco-folk had reacted to environmental danger by killing a portion of their young by lottery, that might have constituted a meaningful challenge - but the contest was never really there.
As an example of a really Narrativist film, I would take The Reader. Who is the villain in that film? There's an
interesting question! But the film's action sequences are hardly points of doubt -
everybody knows that 17-year-old boys have unlimited endurance, where sex is concerned
Another example of Nar would be Deadwood (the HBO series). Sure, it has a few "action" moments - but they are spice, not the main event. No-one would watch Deadwood for the special effects. Well, not without disappointment, anyhow.
For examples of Sim my first thought is the Aubrey & Maturin books (not the Master and Commander film, particularly, although it wasn't bad - it did tend to action-adventure a bit). Sure, there is action - how could a war story be without it - but it's never the main focus. It's a picture of life, which never ties up in a neat 'ending'.
These types of obstacles are tools, not different styles unto themselves. Many stories present their conflicts utilizing all types of conflict, and often in the same "scene".
I maybe chose a poor example in the "ethical challenge" I proposed. Such challenges may indeed fit into D&D, but unless the players make a very specific response to them they are unlikely to make for a 'narrativist' story. The "sacrifice the halfling baby", for example. If the players refuse, then the game stays on the previous tack (unless refusing also carries an ethical price - a "real" bang where neither option maintains all the players'/characters' principles intact). If the players choose for their characters to sacrifice the baby, however, the story may well change it's nature.
Games can easily do the same. I guess where I disagree is that there is not a need to do any one "really well" but utilizing those tools builds a more complete game than focusing in on one sole element. The whole of the game is greater than the sum of its parts.
Sure, you can flirt with other types of focus - maybe the group will even run with one of them. In the end, though, I think the story will be pretty clearly one thing or another.
The bulk of most RPG systems deals with the first type of obstacle out of necessity, that's where the most rules bulk is needed. But page count does not equal focus.
Not neccessarily, I agree - but there are systems that have actual support for the other foci and simplify the practical challenge rules considerably. Pendragon is one example. Sorceror is another. Vampire: the Masquerade tried, but ultimately failed - mainly, I think, because it tried to do more than one focus at once.
The thing is, "switching" is not a noticeable thing to the player or the reader in a well developed story or game. Players approach an obstacle by whatever means are necessary and don't tend to analyze along the lines of "which is this one now, a moral quandary or should we just bash things?"
Actually, I think they absolutely do. Take the "halfling baby" case; if sacrificing the baby isn't even a consideration, then no switch has been made. All you have is a complication to add to the practical challenge. But what if the alternative is that orcs break into the city and sack it? Or a party member dies? If the players don't notice that sort of switch, I can only think they're not paying attention.
The GM may think of these things, but its not so cut and dried as turning one off and turning on another. So I don't think utilizing various tools leads to a muddling of the narrative waters.
Variants of all the types of challenge can be used as elements or alternatives for any focus of play. In a Sim game it's possible to have fights, of course, but that does not mean they suddenly become gamist. The challenge type doesn't change the focus on its own. It might
invite a change in focus - but unless and until the group as a whole takes up that new focus it hasn't really changed, I don't think. An elephant might kill a lion defending its young, but that doesn't make it a lion hunter.
Edit on snakes: I might have difficulty imagining
knocking a snake prone, but I have no difficulty imagining
throwing one prone. 'Prone' means it's flat on its back, just as with humanoids. That whole argument is just silly, IMO...