It IS a minefield to discuss GNS. Especially as the categories are not what the poster above thought they were.
Let´s just not go there...
If you were referring to me, then you “went there”…
From the link that I posted:
Gamist. This player is satisfied if the system includes a contest which he or she has a chance to win. Usually this means the character vs. NPC opponents, but Gamists also include the System Breaker and the dominator-type roleplayer. RPGs well suited to Gamists include Rifts and Shadowrun.
Narrativist. This player is satisfied if a roleplaying session results in a good story. RPGs for Narrativists include Over the Edge, Prince Valiant, The Whispering Vault, and Everway.
Simulationist. This player is satisfied if the system "creates" a little pocket universe without fudging. Simulationists include the well-known subtype of the Realist. Good games for Simulationists include GURPS and Pendragon.
Here I suggest that RPG system design cannot meet all three outlooks at once. For example, how long does it take to resolve a game action in real time? The simulationist accepts delay as long as it enhances accuracy; the narrativist hates delay; the gamist only accepts delay or complex methods if they can be exploited. Or, what constitutes success? The narrativist demands a resolution be dramatic, but the gamist wants to know who came out better off than the next guy. Or, how should player-character effectiveness be "balanced"? The narrativist doesn't care, the simulationist wants it to reflect the game-world's social system, and the gamist simply demands a fair playing field.
By these words, I postulated that the T/E mechanic would be predominantly appealing to the Gamist, only appealing to Simulationists if they consider it “accurate”, and not at all appealing to the Narrativists.
This is only my opinion, mind you. I’m sure that there are reasonable arguments against my assessment, and there is certainly nothing wrong with a civil, if not friendly, discussion about it (so long as it stays on topic).
-Fox