Narrative ("What do we see?")/ Case games (programmed text):

"Soft" versus "Hard" vehicles

When assembling the rules for such games, often the core is thought of in terms of the game "world" rather than the "complex" or fundamental rules set: the specified rules being considered merely accessory to the referee's appreciation of the environment and many times deferentially categorized as "guidelines". With this sort of foundation, the concept of the scenario acquires much more scope or essential variety.

~most publicized aspect of soft fantasy= personalization: situations arise & resolve based on NPCs' perceptions of a character and the character's individual traits or abilities

advancements toward role- playing:

Tin Soldier generic module (Cast (alignment) attribute value affects appropriate choices)

Queen's Line module for D&D complex (situationally inappropriate choices might work out anyway depending on character capabilities, ep awards)

Knight's Tour module for Relix complex (black or white association versus alignment, what a character wants/ ought to do/ acquire rests with player)