Yes. It was used to try to contrast high-concept simulationism with narrativism.IMHO this was not simulationist but rather narrative.
What you're describing here is (in Forge terms) purist-for-system simulationist play.To me simulationist means that every facet of the world is done through the game rules. Things such as your creating a new rule on the fly are not simulationist to me, in a simulationist game the killing of the tiefling would have been played out by the standard combat rules.
I think mechanics can be important, but are a secondary issue - you can play narrativist Rolemaster (I know, I've done it) but you will find some of the action resolution mechanics getting in the way.Are you saying the difference between" high concept" and "narrativism" is primarily mechanical?
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If there hadn't been a time pressure would you have minion-ized the tiefling?
The rationale for the roll-to-minionize (which I see as an application of page 42) was that the real conflict here wasn't a combat one. The ingame time pressure from the collapsing temple wasn't a factor, but the real life, at-the-table fact that we were focusing on the escape rather than a combat was a big factor.
The lack of page 42 or comparable mechanics in Rolemaster is one of the ways its action resolution mechanics can be sub-optimal for narrativist play, where - at least as my game works - keeping the conflicts in mind is important (because if you don't, you can get caught up in all the mechanical minutiae of a game like 4e or Rolemaster).
Of course you're right that the collapsing temple is a genre piece. But what, for me, marks the contrast between narrativism and high concept simulationism, is that the genre piece is a backdrop against which the players do their thing, rather than the point.I interpreted your scenario to be faithful to the "raiding the old temple" archetype by having the temple collapse when the ritual was stopped Indiana Jones style.
And you've set up a thematically interesting opportunity with this evil tiefling guide (or whatever adjective is right), which different PCs would have different attitudes toward.
Is this where you see the spectrum idea coming in?
For me, once (b) is the focus, and alignment/genre conventions are not governing the answer to it, you've started to move from high concept to narrativism.Alignment may be part of that conversation but it seems much less important than (a) evoking a "we've got to get out before the temple buries us" sense of urgency, and (b) having the players wonder/debate what to do with the tiefling.
I'm a big fan of drifting! (Although I think the drifting required to run narrativist 4e is very very minimal.)Particular systems or settings don't prevent any of the "agendas" being pursued - especially if they are modified by "houserules" and so on to fit the playing group's style better (a process called "drifting" on The Forge).