Arilyn
Hero
Well... your description of Story Now is off -- there can be very strong established themes for Story Now. Otherwise you're claiming Blades in the Dark isn't Story Now.
And, your description of Simulationism is... very odd. It's not about simulating story so much as trying to simulate a world or genre as much as possible. It's the feel simulationism goes for, not really story. If you're bending your game or unsung a system specifically so that the sorry that emerges has the right feel, that's simulationism.
Call of Cthulu is pretty strongly simulationist -- your PCs investigate a horror that likely kills them or drives them mad and reinforces the feel of Lovcraftian horror. You aren't supposed to win so much as experience the simulation of Lovecraft's stories.
In a later article, Ron Edwards claims he was in error over his initial description of narrativist. He, like many others, considered it heavy on story telling. On reflecting further, he realized that was a poor description, since all rpgs tell stories. In fact, most "narrative" games are actually simulationist, because it's story that is being simulated. It's a little tricky. But if you think of players getting together to do CoC, they are simulating Lovecraft stories, as you mentioned. It can be broader, however. Fantasy rpging could be simulating the epic quest, or swords and sorcery. If you are playing, and saying, "Hey, it would be really cool if....or it makes sense that the villain would do this...or my players will obviously do this, so I better make sure..." This is predicting, probably crafting a story at least a little ahead of time, and is therefore simulationist, because a story with familiar tropes is being formed ahead of time, or being used to help the story be more story- like. Story Now isn't totally a blank slate to start with, but little or no assumptions are made. The story, if one forms, is seen only at the end of the session. It's immediate.
The original description of Simulationism still stands, it's just been expanded to include story simulation, as well as reality simulating. Anyway, article is super long, and I probably haven't explained it all that well.
I said Story Now can't mix with other styles because it's the extreme of narrativist play, but not sure I'm right. Since very few players only play one style, but a mix of differing proportions, I'm thinking BiTD, is heavy narrativist with a dose of Simulationism?
I know it really doesn't matter, but this is a thread on game philosophy, so....