Here is Baker again:
If you're designing a Narrativist game, what you need are rules that create a) rising conflict b) across a moral line c) between fit characters d) according to the authorship of the players. Every new situation should be a step upward in that conflict, toward a climax and resolution. Your rules need to provoke the players, collaboratively, into escalating the conflict, until it can't escalate no more.
Where is the condescension? And what do
you think is the right way to design narrativist RPGs.
Here's Tuovinen:
some Simmy games are just more easily drifted towards Narrativism, while others are easier for Gamism. Sure, Fate can do Narrativism, but if you think that proves that Sim and Nar are similar, you should try playing Battletech and see how Narrativist you’ll feel yourself.
How is that "academic" in tone? As opposed to, say, journalistic? And who is being condescended to? The narrativist player who thinks that sim and narrativism are the same? And how is it
wrong - what's your view on the extent to which games aimed primarily at simulationist play are also suitable for narrativist play? I mean, you sure seem to think that simulationism and narrativism are different priorities - are you angry at Tuovinen for agreeing with you?
And
[url=http://www.indie-rpgs.com/_articles/narr_essay.html]are some requotes from Edwards:
In Simulationist play, cause is the key, the imagined cosmos in action. The way these elements [Character, Setting, Situation] tie together . . . are intended to produce "genre" in the general sense of the term, especially since the meaning or point is supposed to emerge without extra attention. . . . the relationship is supposed to turn out a certain way or set of ways, since what goes on "ought" to go on, based on internal logic instead of intrusive agenda. . . . when you-as-player get proactive about an emotional thematic issue, poof, you're out of Sim. Whereas enjoying the in-game system activity of a thematic issue is perfectly do-able in Sim, without that proactivity being necessary.
There cannot be any "the story" during Narrativist play, because to have such a thing (fixed plot or pre-agreed theme) is to remove the whole point: the creative moments of addressing the issue(s).
That is a bit more abstract -
"genre" in the general sense of the term, some longer sentences, etc. But I don't see who it is supposed to be condescending to. And I also don't see what you disagree with in it: it seems completely consistent with everything you post, especially your preference for the game to flow from a GM-authored-and-administered setting.
I am frankly puzzled as to what your objection is, other than they subject RPGing to any sort of analysis at all.