Nope. You're off about labeling games as this or that. That's why my "But then ..." led into your invocation of GNS; whatever the theory, the practice seems often to come down to such labeling, with the non-N considered "not really RPGs".
"That's not precisely a claim I've seen him make so far" was in response to:
In the context of this thread, "storytelling" has meant "player power extending beyond the PC". Shifting the meaning still does not change the distinction between -- on one hand -- describing component activities within the game and -- on the other -- slapping a label on the game as a whole.
Ok, IIRC, and I did post rather a lot in this thread, so I may have mis-spoken, but, exactly where did I "invoke" GNS? If I did, I did so entirely mistakenly, because I don't really grok GNS.
IIRC, and I'm not going to swim upthread yet again to clarify a point I have just clarified, I made the point that editorial power being given to players is not an exclusive feature of narrative games.
But, since I have now TWICE clarified my point, please stick to my clarifications and stop belaboring your understanding of what I said before.
And, I would just like to say that KM is getting it perfectly well.
Something that confuses me EW. You state that in CoC it is okay for the player to use rules which change the setting, so long as those rules involve a measure of random chance. That random chance element apparently is enough to maintain a game's "role playing game" nature.
But, even though the EXACT same scenario happens in my Diamond dog example, other than random die roll - the player invokes a game resource to change the setting, and exercise editorial control, in this case Fate Points - that suddenly changes it to a story telling game.
So, are you now claiming that it is possible to have player vested editorial control in a role playing game, so long as the mechanic is not guaranteed?