A bit more from Tuovinen that seems relevant to this thread:
the term “princess play” is not intended to be disparaging. I do not think that playing princess is a shameful activity. If you do, you might need help, because you’re criticizing a very common childhood game. The name comes, of course, from the common role-adoption game that children like to play, which I believe to present a creative agenda that is essentially similar to the enjoyment a roleplayer gets from a role meaningful to them. That is, it is exciting to pretend to be a princess or a fireman or rock star or astronaut or whatnot because you get to pretend to engage in exciting activities and be treated differently from usual.Simmy games that particularly rely on princess play as entertainment usually encourage players to develop their characters quite freely, and often offer very empowering character roles. The ideal princess play game will feature a wide variety of appropriate situations where the player gets to “act out” the role, with the other players offering affirmative reactions and feedback that make the role feel more real. The veritable philosopher’s stone for princess play games is the question of how to get players to rely on each other as interactive companions; the history of the traditional roleplaying game is a history of adventuring parties; there is a clear desire for inter-party role-affirming play (the dwarf and elf should both want to bicker to affirm their roles as the dwarf and the elf), but how do you actually get the players to do the legwork in a foundationally passive rpg culture? It’s a conundrum. . . .Probably the most archetypal Sim roleplaying game is created by combining GM story hour with princess play: the GM’s task is to bring an exciting story (a series of scenes with content, that is; having a plot is technically speaking just a stylistic issue), while the players’ job is for each to create a character inherently exciting to play. Fun is had when the GM gets to put out their play, and the players get to enjoy playing a role emotionally meaningful to them in the GM’s story. Success requires understanding how both the GM story hour and princess play work as core activities, so the game can be structured in a way that makes justice to both. Definitely possible.
This seems to be what 5e aspires to, at least based on some of the core elements of its rulebooks. I'm curious about DaggerHeart in this context too - calling @Campbell and @zakael19.
I think the boundary between "princess play" and character-oriented "narrativism" can be a thin one: it's a small move from being the exciting role to wondering about the exciting role. @Campbell, I'd love to hear any thoughts you have on this given your experience with both sides of that boundary.
Some expanded thoughts on stuff:
First: One thing that's kinda interesting to me is that from my little perspective over here a lot of the
Second: So that being said, stuff like what Egri wrote there is interesting but also pretty dang insulting in the way it's worded, right? Also, I'm not sure we gain anything by rehashing the old GNS style crap that was never that good to start with.
What I'd say instead is that throughout all of human history there's an interest in heroics as adjudged by the culture at hand (although certain themes do tend to run through). We've always been engaged by stories about heroes, because quite often the world is Crap; and it's cool to have the idea that people can like fight that back in a bit of a wish fulfillment way. (some argument here wrt cultures and this being a very Western thing as well)
TTRPGs obviously offered that idea from the start, particularly the free-form roleplayers bringing their culture in that was already pursuing that sort of thing. Combine that with the increase in diversity within the hobby over the last few decades, along with a lot of said diversity and younger generations watching their world just seemingly inexorably slide down to crush them (I have a lot of queer players, and they absolutely are interesting in certain themes of hope despite adversity- you see this in a lot of games from queer designers as well), and you can see why "complex heroic stories where we get to pretend we can make a difference, be accepting, and have a good time" have largely become teh dominant style of play. Critical Role and Dimension 20 really opened the aperture there to a huge crowd of new fans of that sort of thing, so I think it's natural that we see games which are now seeking to recreate via design the sort of themes those programs engage with. Not new, but more intentional now.
Third: Yes, DH is directly aimed at fusing that last paragraph of bad wording form your quote. "GM fronted cinematic story beats" with "deep character-play" with some degree of "hold on loosely and play to find out."
Lots of PBTAs are doing this as well (DW2 in particular is trying) to some degree, although most still eschew the first bit.