Lanefan, by "gamist" I mean the Forge sense - where the RPG is about competition between the players, or by the players together against the situation set up by the GM, or both. The shorthand slogan for this is "step on up"!
There's no point in using Forge terminology or definitions with me.
I define "gamist" as shorthand for "game mechanics driven", in a sense. Experience points are and always have been gamist. Treasure could be simply part of the narrative and-or part of the simulation up till 4e but 4e has tied it too into the mechanics.
AD&D XP is gamist in this sense - only those players who "step on up", who use steel and wits to rob the monsters, get XP. Merely faffing won't earn you XP.
Wherease 4e XP is not gamist in this sense - you don't have to "step on up" to earn XP, you just have to spend time at the game, and even if you faff around or fail at the skill challenges you'll still get XP.
To me the term gamist doesn't apply here. ExP are gamist all the way in any case, it's just that 1e and 4e use different mechanical ways and means of giving 'em out.
The features of the system that I think are what you are calling "gamist" - ie just another cog in the mechanics - I would tend to call "metagame". Again, I'm following Forge terminology here.
Metagame to me means "outside the game" and is usually applied to knowledge or information players know and characters don't, or shouldn't.
Having sorted out a translation manual for the technical terms, I want to actually disagree with one thing you said. The treasure doesn't come out of the realm of the story. It's not as if loot suddenly appears from nowhere in the PCs backpacks. They find it, or are given it, or steal it, the same as usual. It's just that the opportunities for this to happen are shaped to a significant extent by the metagame pacing concerns.
Exactly, which to me is part of the problem. You can't have a no-treasure game; but more importantly you can't have a highly-variable-treasure game where in one adventure you get stinking rich and the next you get near nothing, the game assumes the treasure will accrue at a nice steady pace. Not, at least, without kitbashing the system upside the head once or twice.
Then again, were I ever to run 3e one of the first things I'd throw out would be the wealth-by-level guidelines.
This feature of 4e is yet another reason why I really do think that - apart from a few broad mechanical devices like AC and hit points - it is a completely different game from AD&D.
Yep, and that leads straight back to the endless discussion about which one really is D+D; because if they're that different they can't be realistically called the same thing.
I'm not directly setting out to persuade you not to play 4e as written, but having seen the sort of game you describe - big parties, NPCs as well as PCs, competition between PCs, quite a bit of PC death, some of that death caused by intraparty treachery at the end of an adventure, etc - I would say: if this is what you are wanting from your RPG, 4e would have to be tweaked a bit to deliver it.
By "tweaked a bit" I'm assuming you mean "crumpled into a little ball then origami-ed into unrecognizability", hm?
Thing is, if I wanted I could do all this with 4e. 'Course, once I got done with the toolbox the system would be about as close to 4e as our current system is to 1e, which is best described as "vaguely recognizable".
That said, 4e isn't boring. And it's not without conflict. It's just that the interest isn't in the adventuring as such. It's in the changes to the PCs, and the gameworld, that result from the adventuring. It's about adventuring as a means to some other story-related end, rather than an end in itself. In that way 4e might owe something to 2nd ed (hesitant as I am to admit this, given my deep deep dislike for 2nd ed). But without the railroading - because it gives the GM and players the tools to build the story together on the fly.
1e and 3e can do this just as well - been there, done that in both.
In all cases, though, I'd think the interest in theory would lie in the day-to-day adventuring and character interactions on the small (i.e. session-level) scale and the overall story and character careers on the large (i.e. campaign-level) scale. And in all cases it's often that the story doesn't appear until partway through when the DM has that "aha" moment and synthesizes it all into something coherent.
Lan-"as player, my most recent PC death was by party during a treasury division"-efan