The Awesomeness Imperative
Since there have been such interesting posts on RP game design theory I thought I would mention something that has not been talked about a lot, and I think is important. The need for a player to play/identify with an awesome character.
• In a gamist ruleset the player will min-max his character.
• A simulationist wil model his character after a fictional hero of movies or literature.
• In a narativistic game the player will choose fictional aspects for his character that makes him awesome.
So my question is, how much of GNS is due to the players personality or preferences and how much is just the player using the tools that the system provides to achieve awesomeness?