So the second a game has a set genre, tone, or theme it suddenly turns from narrativist to simulationist, regardless of whether the game system itself has means to support that simulationism?
That's why I say they might as well have 'role playing game.'
I think, to be fair, your confusion is a mix of (a) you not recognising what the Forge "agendas" actually refer to and (b) some lax usage by me and others of some of the terms when referring to systems and players.
To try to be clear: according to the terms as defined on The Forge, there can be no such thing as "a Simulationist system" or "a Gamist player", etc., etc. The "agenda" refers exclusively to the focus of social recognition during play. Examples to illustrate this might help:
- In my 4E game I see a player manoeuvre their ranged striker character into a position adjacent to a nasty monster in a flanking position with a marking fighter - and then make a ranged attack against it. The monster has an opportunity attack, but if it uses it it will still get hit by the ranged striker attack (with flanking and prime shot bonuses)
and will take a Combat Superiority strike (with flanking!) from the fighter. The players applaud the player of the striker. High fives are exchanged. Kudos is awarded. This is a pretty clear example of "Gamist" play; the challenge has been stepped up to, and player skill is moving things towards victory in an "efficient" way.
- In a military style setting, the player characters are conducting an infiltration accompanied by a 'local guide' NPC. The party are ambushed; as the fight draws to a close, one PC turns and one-shots the guide, then looks around the table, declaring "our mission parameters have just changed, gentlemen". Approbation and applause ensues; the interest and tension around the table ratchets up a notch. It seems very likely that Narrativist play is afoot.
- During a Vampire game, the PCs are escaping on motorcycles after "acquiring" some key information from a hostile group. One of the PCs has a mortal pillion passenger who was part of their "cover" in the heist. To evade final capture, the PC deliberately makes a highly risky move that doesn't come off and they crash - the pillion and the pursuers (all mortal) are dead or crippled, but the PC uses blood to recover enough to walk away. The rules are ambiguous about whether this sort of "accident" should trigger a Humanity roll, but the player thinks it should, since, in their mind, the crash was at least negligent on the part of the PC, who knew he would be able to survive it while the pursuers (and pillion) wouldn't. The other players nod and express appreciation of the "in keeping" interpretation of the game events. This is pretty likely a Simulationist agenda in action.
- Playing D&D, a player tries for a difficult DC check and rolls a 20 - a crit! Everyone cheers! This is most likely a Gamist agenda at work.
Note the commonalities: an instance of play, social interaction (often non-verbal as well as verbal) to give recognition and appreciation of a specific type of introduction into the 'play space'. This is the core of what The Forge "agendas" are about.
When we talk about "a Gamist system" or "a Narrativist player", with reference to the definitions used on The Forge, we are, strictly speaking, using the terms wrongly. Usually it boils down to laziness (at least on my part); it's a short form to mean "a system that supports Gamist play particularly well", or "a player who generally prefers a game where Narrativism is the main focus of the game's social agenda". To those who already grok the meanings of the agendas, these phrases are pretty easy to "decode", but in a forum like this it's bad form to use them, because it makes the terms look like they mean something other than they do - mea culpa.
Does that help any, to make it clearer?