Callan,
I agree with your last line of the first paragraph.
The problem with the rest of the first paragraph is that you cannot build rules around something that is that vague. You can't write rules that provide everything for everyone...just flat out impossible. Therefore i prefer if the rules are as lean as possible as to enable you to play what you want without forcing any one playstyle, even if only indirectly...and this is where many Forge/Indie games fall flat. They have one agenda, most of the time...and they do it well (again most of the time) but if you do not want to play along to that agenda, the game sucks big time. And maybe that is ok. I just don't think the artifical splitting of GNS in totally seperate categories that some of the strongest Forge proponents wanted is a good idea...because most often, at the game-ing table, you have all three of them in constantly changing percentages.
Oh and as an addendum: I don't think that this
this seems to be somehow the default that traditional games fall into
is true. This is a problem of "use at the table" or "playstyle" ... that is not something inherent to traditional rulesset!
Anyway, as you, i most often enjoy it more if i know that i have perfect freedom as to what my character can do. Problem is, as Somna said, some GMs can not handle that. And, to name another possibility, there are GMs that are so good in "writing" a story, that you will enjoy the ride and most often not even perceive it that you are following a prewritten script (or at least you will not mind, because his way is the way you would have taken anyway).
I also enjoy moral dilemmas and the last couple of years of my gameing were very geared toward playing "a realistic setting with shades of grey...and not happy-go-lucky cheesy happy end fantasy wishfullfilment". On the other hand, there are people who want to game for happy wishfullfillment...and that is NOT bad-wrong fun. It's just that they want something totally different from me.
Anyway, my problem with the GNS is that if you go on the internet and start throwing those names around, there are so many different definitions of it as there are posters. Because lets face it, internet-folks are not the most rigorous when it comes to the discussions of hobbies.
So if we want to discuss Design and throw around special words, i think we should define them in the thread. What do you think narrativism means? Or gamism? Just so we are on the same page.
And i would urge you, if you are interested in discussing that, to make a new thread for it. I think this thread is already too mixed up with other themes to have a usefull discussion.
As a last comment, i dig systems that give mechanical incentive for motivations and their use in play. So yes, spiritual attributes in TRoS were really something. FATE has its Aspects that fill a similar role, Cortex + has Distinctions etc. . And that is something i can see having in a TSA rpg. It makes your character more than just a simulation of physical and mental capabilities and i dig that.
@ Somna - I wholeheartedly agree with your post. So time to "repay" you with a +1
