(1) "Worldbuilding" is not the exclusive province of "simulationist" RPGing. HeroWars/Quest would be an obvious counterexample. In my view so is 4e D&D.
Major understatement there, Pemerton. It's not even exclusive to RPGs, nor games...
The worldbuilding of Tolkien, Wells, Herbert, Burroughs, the Pinis, Roddenberry, Niven, Asimov, Carter, Moorcock, and Lovecraft are why their names are well known - of them, only Wells was noted as an avid gamer. (See also
Little Wars, Wells' minis wargaming ruleset.)
World building has been instrumental in the success of a number of tabletop games as well... Warhammer, Warhammer: 40k, Issac Asimov's Star Trader, Car Wars¹, Ogre/GEV, Star Fleet Battles², Starfire³, Heavy Gear⁴, Jovian Chronicles⁴, Battletech⁵, Renegade Legion⁵...
And let us not forget the huge variety of computer franchises with various surrealities in their settings...
(2) In the context of RPGing, JRRT's remarks would be as apposite to
players and their role in authorship as it would be to
GMs. And given that he is talking about literary creation in general, it would be as apposite to "narrativist" as to "simulationist" RPGing.
Edwards relies upon Egri for one thing - his definition of
premise. And
he also asserts "I think that any reliable means of story-writing, in any medium, conforms to Egri's principles." What distinguishes (say) the play of the DragonLance modules from (say) the play of HeroWars/Quest is not that one involves premise and the other doesn't - both do - but that they use different techniques of establishing and addressing premise (DL relies on GM pre-authorship and subsequent control over the events of the fiction; HW/Q relies on collectively establishing the premise and then the interplay of GM scene-framing and player action-declaration).
Similarly, whatever JRRT has to say about setting-creation would likewise be applicable in any medium. And would be just as relevant to the creation of setting by participants in narrativist play as to creation of setting by participants in simulationist play.
Disagree/nitpick - The professor's techniques often dip into "too focused upon the details" for good use at table. In reading the Narnia series, certain chapters show really significant impact of this... as essentially, Tolkien was semi-editing Narnia while Lewis was influencing LotR... and Narnia in those chapters bogs down in details. Post-Tolkien-influence Lewis works are much less detailed, and even more theological.
For the reasons I have stated in this post, I very strongly disagree. The difference between simulationism and narrativism is not content, nor the internal logic and structure of setting, but the mode whereby, and the reasons for which, the participants establish the shared fiction.
agreed.
Notes:
¹: Car Wars, between initial Deluxe to but excluding 5th ed, is an RPG and a minis wargame
²: While it starts with the tech of Classic Trek (TOS/TAS), it diverges from there, and is one of the more detailed settings out there
³: 1st to 3rd eds were heavily scenario based, with a compelling backstory, and with optional campaign rules. 4th onward are almost pure campaign rules focused, with no clear setting.
⁴: The editions I have are explicitly minis wargames, hex and counter wargames, and role playing games - in a single ruleset. There is a scale rule, allowing integrations.
⁵: FASA released the wargames first, and added RPGs later; Battletech's still in print as are two RPGs built on its setting. In fact, there are many scales for Battletech... Grand stategy (Succession Wars), Planetary Strategy (Battleforce 2), Orbital supertactical (Aerospace/Battlespace), aerospace tactical (Aerotech, Rules of Warfare), ground supertactical (Battleforce, Battleforce 2), ground tactical vehicular (Battletech/Citytech/Rules of Warfare), character scale tactical (Battletroops), personal scale tactical & RPG (Mechwarrior, in 5 editions). Renegade Legion had Supertactical space (Leviathan), Tactical Space (Interceptor), Tactical armored ground (Centurion), and personal/RPG (Legionnaire).