I’m confused. Earlier in the thread when I tried to speak of narrativism without mentioning game mechanics I got tremendous pushback that we couldn’t talk about it without the mechanics. Now it sounds not just like ‘we can’ but like ‘that’s the only way we can talk about it.’
Are you using
mechanics and
system interchangeably here? If so, there is the problem.
System includes ethos & principles (which necessarily entail goals/meta of play), structure, authority distribution, techniques, and mechanics (resolution, advancement, etc).
Mechanics are the portion of a game engine that deals with (a) building characters and opposition, (b) resolving disputes over how situation-states and game-states transition to new ones, (c) how characters advance/evolve/ablate/perish/retire (etc), (d) and everything else that interacts with those particulars (build, resolution, advancement/retirement/etc) such as currencies.
So no, you can't talk about Narrativism without mentioning
system. Because each
system will tell you the goals/meta of play (including how, or if, they are a novel instantiation of Narrativist priorities/play) while
mechanics do not. This is why "going mechanics-hunting" is not an effective way (or at least, not in isolation) to discern what a game is about/trying to do. I mean, routinely in these conversations you see the same people see metacurrencies and related economies and mistakenly predict or think "oh, this is a Narrativist game." Then those same people will see basically the D&D equivalent of Bangs (player-authored situations which generate conflict to be dealt with/pursued right now, investing play with both an immediate moment of thematic or evocative or ethos-cementing decision-points and an evolving, cascading situation-state as a result) in the form of the 4e Quest system (which marries seminal indie techniques to advancement) and see "meh."
Now finding the technique of player-authored situations (or by-proxy) like the above is not going to guarantee "oh, this is an expression of Narrativist priorities so this is surely a Narrativist system." You'll find some of that tech in Neotrad games so there is subtlety there. That subtlety is the pivot point of "is there actually a crucible of conflict here...is there actual threat/duress/meaty consequences which can dynamically change the situation-state...or is this basically a fait accompli and tantamount to player-side railroading?" Nonetheless, finding the technique (and possibly married advancement) of Bangs and kindred in a system is an infinitely better proxy for Narrativism than a benny, hero, drama (etc) economy.