It's clear I did have a misunderstanding of exactly how you were using the GNS terms as types. I thought you were defining narrativism specifically as conflict that arises because of story, as if story was a separate element from the other two. I felt that you were redefining all three terms a bit as examples of what you were talking about, but it seems you are using them as intended, so I think we are on the same page, now.
No worries - that was mostly down to me getting muddled in my own analogies and attempts at explanation. Yes, when I talk about GNS I mean the Forge definitions, since they (the actual identifications of each focus) are a genuine achievement, in my view.
The mutual exclusivity of playtypes is primarily why I don't agree with GNS theory in the first place and why I responded to your original post.
Exclusivity of focus is a thorny subject, and I think it's impossible to "prove" one way or the other. All we can have is our own experience and, to some extent, aesthetic sense (since it is clearly possible to
try to mix foci - the question is whether this can produce good play outcomes or just a kludgy muddle).
A successful game, for me, necessarily blends and weaves elements as tools to advance the game by advancing the characters, both in a gamist sense (gaining levels) and as characters (achieving goals, resolving conflicts, etc).
It's interesting that you think of levels as a gamist device. Actually, I'm not sure they are.
Experience points are certainly a feature that drives
players towards gamist play - hence why so many GMs pining for non-gamist players stop using xps as written. Levels themselves, though, I think are actually a story conceit. They ensure that the story works up to a climax and finishes with a (perceived) tougher challenge than it began with. It's sort of a built-in story-arc shape that doesn't have to be designed for or focussed on in play. As such, I think it can support Narrativist play as much as gamist - and I should credit
pemerton for bringing me to this realisation. Added levels are not really a player reward, in the sense that lower level play should not be less fun than higher level play - that would be a poor design. The only sense in which they might be gamist
per se is in the sense of "OK, you handled those powers , spells, resources etc. alright - now see how you cope with these as well!"
The only thing I think 'levels' really hurts is
Sim, and this is for two reasons. The first is that Sim is a delicate flower when it comes to player focus; push players towards Nar or Gamism and Sim will get ditched in the dirt, in my experience - I have had to cull even moderate "character advancement through adventuring" mechanics to get Sim games to work in the past. The second is that, after long and painful hours with "A Magical Medieval Society", excellent as it is, I have concluded that any society where some people are inherently immune to a range of things that could kill off most others and are inherently capable of greater feats (regardless of training or effort) is dysfunctional. I just can't make it work to my satisfaction as a Sim setting.
It's collaborative, and more broken down into a series of significant encounters/scenes, so I think moviemaking is much more similar to RPGs than literature.
Yes, and maybe this points to where we might find some common ground. The Forge GNS stuff talks about un-mixed focus
in actual play. With a movie, you have a scriptwriter writing first, then a production crew taking over. Maybe there is a similar tactical/strategic thing going on in roleplaying games. While I can't think of an occasion when mixing the focus while actually at the table has worked well, I can quite see where the wider campaign, the meta-play in which the structure of several encounters is considered, might be addressing a different focus. Maybe "layers" of focus is an appropriate way to consider the play structure? I don't know right now - something to consider and maybe experiment with.
The PCs get in a fight due to a misunderstanding of local customs, they vastly overpower the locals, who have drawn weapons, and are intent on killing rather than brawling. The PCs have one clear goal that is easily achieved - survive - but how and at what costs? The ethics of the group and the realities of the setting will come into play. Should these locals die because of a misunderstanding, what are the legal and social ramifications, are they skilled enough to maybe talk their way out, do they just blast anyone that stands in their way? Depending on the answers to these questions, their actions and secondary goals are heavily influenced by the friction between all these elements and you have a deeper conflict than just 4 HD of locals to beat down.
Picking out "what is the challenge, exactly" is a key element in roleplaying, for sure. This is, to my mind, an area where D&D 4E is expressly gamist, because it assumes that the challenge is set by the DM. It has no inbuilt allowance for the players to decide what their aim is for a particular scene; compare it with some Indy games like PrimeTime Adventures, where the protagonist (and antagonist) select their own goals for each conflict, and it's a totally different paradigm at work. At best, in D&D (any edition), this will be "DM wings it" territory, unless there is a pre-specified "solution" decided by the DM up-front.
The biggest reason I don't play 4e, though, is that it does not include a ruleset good enough that the DM can use it without often needing to overrule it......for what I want out of a game. If I used the 4e ruleset, all I would do is overrule it. I would have to call the game "Page 42".
There are much better games for what I want.
And now there is a much better game for what you want, compared to what was available before.
That's a good thing. We both win.
I can't XP you currently, but this hits the nail on the head, I think. Has 4E changed the assumed (in the rules design) social contract and game style in D&D? Yes - thank goodness, as far as I'm concerned! Does this mean D&D is poorer for setting-focussed (and character-focussed) games? Yes - but then, IMO, it was never that good, anyway. What should people who want to play such games do? Pick another system! Honestly, there are some really great ones out there!