Based on recent conversation, I had a thought I'd like to test.
Consider
And now insist on system - a designed thing with rules. Perhaps comprising some number of game texts, indexes, icons, symbols.
Freeform falls out of the taxonomy so that - at least from this taxonomy's point of view - freeform RPG does not exist. I am not saying there is anything wrong with that, only that it seems worth noticing. (Freeform RPG doesn't exist as "a designed thing with rules".)
Yes, I would grant that. Theoretically, it
is possible to work toward "freeform" S&A in a FKR sense, in that FKR does still include an extremely simple "roll for consequences" component, but it's gonna look...really weird, because of the "semi-objective" component I've referenced (hopefully every time...) I've laid out what "Score" means. A score where it's totally free-formed and fluid in the mind of a single referee would depend on
absolute trust that the referee would never rule with bias neither for nor against (to rule with bias against would be to deny earned Achievement; with bias for, to give unearned Achievement), and that trust would have to be shared by all participants in perpetuity, something that will be difficult to maintain at best.
Again, I feel video games are an extremely useful comparison here, particularly things like speed-run competitions, tournament games, etc.: if the task is too loosey-goosey debatable, then Score is difficult or even impossible to determine, and thus the Achievement is weakened. But, critically, Score is not
totally objective because it needs that component of "why do I, the player, care?" Someone can be extremely proud of (say) beating a shooter on the second-highest difficulty setting. They may not have the
highest possible Achievement, but they have their
personal best, and that can be enough--the task itself is still objectively completed, but the weight or meaning may be subjective. There are of course other things that may be perfectly objective, e.g. "world first" races to complete difficult content in MMO games (e.g. the recent world-first clear of
Dragonsong Reprise: Ultimate in FFXIV), winning first prize in a competitive tournament, etc.
This is not to say that I think it's totally impossible to have a "systemless" S&A game (unlike G&S, where I
do actually kinda think it's impossible, specifically because of how inherently system-centric G&S is.) It would just be....really weird. Score would not be consistent from one situation to the next, but purely contextual every time--meaning, Achievement would also have to be purely contextual every time. The players would have to trust that the fact that adjudication may not be the same each time is for a fully-justified
reason, just one they won't be
told because the rulebooks are invisible and therefore unutterable.
G&S though...it really, deeply, down to its
bones is a gameplay loop about system and the manipulation thereof. In the absence of system, what is there to manipulate? This isn't a knock at either FKR or G&S, just an observation that by
being "purist-for-
system," it seems pretty much impossible to integrate it with the philosophy "don't use system! Use intuition!"
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As a separate point from the above: you're correct that I'm intentionally cleaving out...well, not merely "un-systematic," which I take to have a rules-system but one that isn't necessarily clear or uniform or the like. Instead, I'm cleaving out "
anti-systematic," game "designs" that actively eschew system (almost) entirely. Mostly because...I don't see how there's anything we can analyze. The requirements are obvious: you must trust that a human mind, using its intuitions and individual perspective, will be as consistent and "principled" (as in, adhering to a principle, whatever that principle may be, I don't mean "moral") as a set of written rules that can be examined directly. That trust will require constant and effective communication.
There is little to no "design" in this, and "tools" and "techniques" are going to be extremely difficult to spell out, because they'll ultimately (sort of how AbulAlhazred was talking earlier) just boil down to "GM says." When that is the only structure, "GM says," there's...really nothing to
analyze there, and little to be learned. Hence...I don't see much point in analyzing openly anti-systematic games. Peraps there are still tools or techniques that may be relevant, but...it just seems like it's always going to have that phrase that I have come to so greatly dislike over the last ten years or so: "You're the DM, you decide!"