Edwards inherited a three-fold distinction from earlier discussion. He changed the label "dramatism" to "narrativism" because the word "drama" already had a different meaning - Jonathan Tweet (the same one who designed 3E D&D) had used it, in his game Everway, to describe a type of resolution process (drama, karma, fortune - ie talking; comparing fixed values; rolling dice or drawing cards).
<snip>
Edwards identifies four main creative priorities in RPGing:
* Experiencing a metagame-free system in operation, unfolding an imagined world before your eyes ("purist for system simulation") - RuneQuest as presented and as typically played is the paradigm of this;
* Experiencing a GM's presentation of a setting and/or story ("high concept simulation") - early WoD is the paradigm of this; 2nd ed AD&D had a lot of it too; I think that a lot of adventure path play is like this;
* Playing well and/or testing your luck - "winning" the game, beating the dungeon, showing off your skill as a player - classic (Gygaxian) D&D is a paradigm of this; Tunnels & Trolls has a lot of this too; I think 3E had a lot of this too, in its approach to PC build ("optimisation") and combat resolution (finding and deploying "I win" buttons);
* Addressing a theme/premise via play, the idea being to "challenge" the participants in relation to values or emotions, and to find out how they react and enjoy sharing those responses, in something like the way other "high" art forms do - Apocalypse World is a paradigm of this; so is Edwards's game Sorcerer; Greg Stafford's Prince Valiant is a much "lighter" example (melodrama rather than genuine drama).
Because the first two are both about prioritising
what the participants experience rather than
what they bring to the process of play, Edwards puts them both in one of his three baskets - the
simulationist one. But obviously they use very different techniques - RQ-type RPGing is all about the purity and robustness of the mechanics, and how they reveal the fiction without the need for curation or participant intervention; whereas "storytelling"-type RPGing often downplays mechanics and focuses on the GM's role as a curator and presenter of the fiction.
Edwards notes that the third and fourth priorities often use very similar techniques - fortune-in-the-middle resolution, for instance - but he keeps them separate because they are different in terms of creative priority.