(1) It is not a fictional environment; it is a game environment. That's no startling, fish-out-of-water change from the normal expectation of a board game or card game.
(2) The spooky castle is significant in some way. (It's "spooky", anyhow.) That way just does not necessarily happen to have anything to do with Chimal and Jommy's quest for the Potent Pampooties of Prehistory.
That was my response to CR's "fiction" spiel directed at The Shaman. What invidious comparison is there?
Then there was Vivyan Basterd's snark based on semantic bait and switch.
In acknowledgment of the various potential meanings of the word, I posted:
If boards set up for a Squad Leader scenario are a "fictional environment", then fine. That Stone Building on a Level 2 Hill is scary because of its LOS to ground you'll probably want to cross. Chekov's gun? That's your SU 122; it's up to you to bring it to bear, or not.
Quite simply, there are a whole lot of games -- really, the majority! -- in showing up to play which one does not expect to get told a story.
Now, if someone wants to backpedal all the way to, "Well, playing out that scenario is all the 'story telling' I really mean," then so be it. If you're not busy beating me with a thesaurus, then I have no need to disarm you, eh?
Go back and read the assertion to which I was responding. Recall that Squad Leader hit the shelves the same year as the blue-cover (Holmes) D&D rule-book.
Neither one exhibits any concern with a supposed norm of expecting a game to be a "fiction" in the story-sense in which CR uses it. Like the original D&D set (but more clearly), the Holmes text simply explains how to play the game. Unlike far too many later works, it does not burden the reader with some weird definition of "role-playing", any more than Squad Leader burdens the reader with such vacuities as to "war gaming". SL does, however, start with:
SQUAD LEADER is a very detailed, and therefore very complicated* game. In fact, SQUAD LEADER is more of a game system, than a game. Having mastered this system the player will be able to simulate (or "game") any comparable scale action of WWII in Europe.
Now, the "game system" was pretty much par for the course in the miniatures hobby from which D&D emerged. The key point made in the original set was that its scope need not be limited to the medieval.
Plot, fiction, story, drama, narrative -- whatever such term you want to use -- simply did not figure. At best, it was superfluous; at worst, it would be needlessly confusing. You don't get a load of such art-school chat in
Axis & Allies, do you? Just play the game, and "drama" takes care of itself!
"How many times have you played cops and robbers with friends? ... Well, when you're playing cops and robbers, you are role playing." If you feel it necessary to offer a definition, then that one from TSR's 1985
Conan game seems about as useful as it gets.
*
The rules-book was all of 36 pages, a magnum opus back then! There was also a two-sided "quick reference data card" for each player, and there were 12 one-page scenarios. By comparison, the "basic" D&D book was 48 pages and Dungeon Module B1 alone was 34 pages (32 pp. plus maps).