That makes sense. So I've only ever done neo-trad until I shifted to Narrativist play. That's what I figured but it's easy to become myopic about styles you haven't really experienced or don't understand.
How would stuff like CofD splats humanity meters or 'character arc classes' ALA Chuubo work into this?
I'm not familiar enough with new WoD or CofD products etc or 'character arc classes' in Chuubo to comment on those.
However, I would say that it depends upon implementation of the kind of concepts that I think you're pointing at. Let me point at the Carved By Brindlewood Bay games (if you're familiar) and kindred implementation of a potential arc where you've got the following features:
* A playbook with a very clear theme and premise.
* The ability to mitigate or outright shut-down consequences by checking one of 12ish limited theme/premise resource boxes where each box has an attached question which establishes new fiction about your character which then burdens or enlightens the evolving situation-state of play. Further, some of them have mechanical impacts/interactions. Further x 2, you can potentially get new theme/premise boxes as rewards in the course of play.
* Once the final box is checked (either willingly by the player or unwillingly because a GM move imposes that particular consequence), the PC suffers a playbook-derived fate and is retired from the game.
I would say there are multiple reasons why this systemization (when played in the orthodox fashion which means aggressive framing and following-through by the GM) is Narrativism rather than NeoTrad:
1) There isn't a featured metaplot or a setting tourism aesthetic which imbues the trajectory of play with much/most of its energy and direction.
2) The situation-state is going to cascade and story will emerge organically without pre-authorship (by any table participant) merely by following the procedures of play and everyone playing their respective role with aggression and passion. System has a ton of "say" and neither GM nor players have a veto over that say.
3) While players have a ton of "say" over
when their playbook theme/premise resource boxes imbue play and
which particular box they choose and
what the implications of that chosen box are (how the answers to their question imbue and inform subsequent play), (a) it is a million miles away from the sort of "player-side railroading" that is constitutive of Neotrad/OC play (where PC preconception gets mapped onto play collaboratively) because of (b) the dynamic nature of everything working in concert and (c) it is nearly impossible for players and their PCs to "escape the (character conception perturbing) unwanted."
Hopefully that giant pile of words lands.